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Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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11

Thursday, July 17th 2014, 2:05am

Spawn beacons are game breakers.

So, in this circumstance would it be considered a link breaker? :D

I'm not really surprised by the reviews so far. I expected the concept to be flawed. A gamemode Battlefield needs is something like No-Cross from Sniper Elite 3 (this is the only rendition I know) where there is a literal No Man's Land (a barrier/ line that cannot be crossed by land, sea, or air) that prevents you from crossing over to enemy territory. That would be a blast. :thumbsup:
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

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 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
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    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


  • "stellar" started this thread

Posts: 360

Date of registration
: Nov 8th 2013

Platform: Xbox One

Location: Newport Beach, CA

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12

Thursday, July 17th 2014, 3:59am

The ticket bleed can't be contained.

If you have a shit team, you lose fast. It's actually very relieving.


Yeah that's one thing that I do like about it. On console it's on a 10 minute timer, so the nightmare can end quickly. The high timer is a big problem on TDM on console. 10v10 often turns into something like 5v7 and the 60 minute timer is just so wrong for that game mode at that size.

Posts: 159

Date of registration
: May 18th 2014

Platform: PC

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13

Thursday, July 17th 2014, 4:44am

Good lord, the chaos. 8|

Been playing 64 man as I am want to do, but 48 man felt more controllable. It was still pretty crazy though, I was constantly thinking, "OMG I'm constantly running into more enemies than I am accustomed to even in 64man small maps".

It is ok, I like Propoganda and the one in the Garden with the train overhead. The other two seem too clusterfucky, not enough places to reliably hold off the wave and create some semblance of a defense line.

Still makes me sad that DICE continues to say, "So you like 64 man? The size Battlefield was famous for? TOO BAD!"

Posts: 829

Date of registration
: Jun 12th 2012

Platform: PS4

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14

Thursday, July 17th 2014, 5:31am

I played it enough to get the mpx assignment done and a bit more for my friend to do the same, and that's about as much as I plan to play.
I was hoping you would have to expand your link rather than being able to flank around and break theirs.
Conquest on those maps is just better when I'm in the mood for mostly infantry play.
"Blood is the price of victory"
- Karl von Clausewitz

"Don't fight a battle if you don't gain anything by winning."
- Erwin Rommel

PSN: Suodeth_

MrT3a

The only man who ever reported his own post!

(920)

Posts: 2,980

Date of registration
: Jul 19th 2012

Platform: PC

Location: Grenoble, France

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15

Thursday, July 17th 2014, 8:00am

Was expecting Onslaught from UT2K4. ...
Stats thingy

Quotes of wisdom (maybe)


I'm a battlefield player, good sir. I don't play metro.

PC is no longer PC master race. It's PC mustard race, because consoles need to ketchup :'D

DICE gave so much into making commander better, but lemmings be lemmings I guess.

As a good guy that don't want to use overly glitched weapons, I'll quit using the MTAR and switch to the ACWR until it's fixed

The world needs more people like you


+1, I think we're all in agreement that more MrT3as would be an awesome thing :love:
Although if that was the case they'd use up so much of the world's awesome that there'd be none left for the rest of us! :D

yes, I know, I'm a big-ass hypocrite

Posts: 3,636

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

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16

Thursday, July 17th 2014, 8:13am

The only things I don't like are the far too low 10 minute timer and the all over the place layout of Dragon, it's not a natural layout at all. Market may be zigzaggy, but it makes more sense, Dragon's really bothers me (though it does on CQ too). The ticket bleed should probably be a little slower, but nothing drastic.
Who Enjoys, Wins

Posts: 328

Date of registration
: Jun 12th 2013

Platform: PC

Location: US

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17

Thursday, July 17th 2014, 2:13pm

They should have linked the far ends so that the only strategy isn't to blockade the middle flags and flank routes.
Also on Sunken Dragon having all the points on one side of the water was a bad idea.

The flags need a slightly slower burn/cap time as well. One person can cap faster than the defenders can even run over to a flag, then because they become spawn points the whole enemy team can pop out just as you arrive.
The fact that someone has an opinion, doesn't make their opinion a fact. Making just arguments first requires an acknowledgement of intellectual humility, while valid arguments require you to not commit fallacies of logic and rhetoric.

Posts: 33

Date of registration
: Apr 13th 2014

Platform: Xbox One

Location: Carlisle PA

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18

Thursday, July 17th 2014, 3:26pm

I agree with the consensus, the game mode just plays out way too fast to even use a semblance of tactics. I only get 24 man servers (X360) and it still seems like a clusterfuck of rambo wannabes running around breaking links near the spawns, and people spamming grenades near the front line. I thought the game would be more CQ like than Domination like, but I was wrong there. And Sunken Dragon, what the fuck were they thinking with that one...

DICE/EA needs to up the standard game time, up the flag burn time, and cut the ticket gush (that ain't no bleed) rate. I mean, I like the game, but it should require some tactical play to win.