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Hau_ruck

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Thursday, November 15th 2018, 9:31am

People's thoughts on BFV vehicles so far

So today's my first day with BFV. Loving it so far for the most part. Knowing that resupplying others with my ammo pouch is actually useful and not just a way for me to get points is really making support more fun than ever. But I'm curious what others think of BFV's vehicles and their experiences so far. First impressions for me are:

1. Dice has really made the HMGs lethal which helps balance out the risk of using them, ie on the kubel, haldfracks, tanks etc. It took me a while to get my sensitivity with them right and I had to turn off sticky assist as (like with BF1) it was only making the aiming speed really inconsistent and wonky.

2. Support having inbuilt repairs and the engineer combat role seems custom built just for me, having everything I want in one class. It was a great idea to ditch the wrench as a separate (and never used) gadget.

3. Can't wait for gunner crouch to be added (next month apparently). It is sorely needed, especially for the tanks.

4. Paks not being able to rotate 360 degrees really screws up the whole concept of towing. Instead of being able to just dump it where you want it and then spin it around, you have to awkwardly try and face it by reversing your halftrack. Pretty much makes towing them useless unfortunately. The Paks are pretty damn useful when you can get a target though, especially on frontlines. I'm loving running around trying to find all the spots I can build weapons.


5. Having the choice between risky but deadly rooftop MGs or the weaker front facing port MG for halftracks is a nice tradeoff and gives me flashbacks of the SUV from hardline, probably my favorite battlefield vehicle ever. They take a whopping 50% damage from a panzerfaust but I've found if I hop out a repair slightly between the first hit and the second hit then the assault runs out of rockets and can damage me anymore. Pretty funny watching them just have to nope out of the fight.

6. Playing as hull mounted MG gunner/ repairer in tanks is already more fun than any tank related combat in BF1.

7. Dice should really make the call-in AT halftracks playable on frontlines. They would be well suited to the mode but I doubt they'd be OP.

VincentNZ

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Thursday, November 15th 2018, 10:13am

Glad you like it!

1. Yeah they are great. You might also want to try the stationaries if they are put in good spots like B on Rotterdam. I wonder if ducking in the turret will actually have an impact, the problem remains, the gunner is very vulnerable. I find the MG34 though to be much better than the allied mounted MGs.

2. Yeah that was a stroke of genius, I think that idea came up on this site on the beta of BF1, when talking about the medic. I just hope that they will open up smoke grenades to all classes.

4. I think that is because of the tendencially OP nature of towing, but it is awkward you are right. If you just put them anywhere with full turn it would be really strong. So they require careful placement and/or a towing vehicle nearby. Probably the closest thing to balance. I would have still preferred carefully placed stationaires, like in BF1 where they were really good.

To add to that, I would like to see vehicles in general made stronger, spotted on the map when shooting, and to have more(probably one) panzerfausts available, so that engagements take a bit longer in general. In terms of support, you mean useful because of the attrition mechanic? I find it a shame that the pouch does not reesupply gadgets or grenades, and I have not done excessive testing of the boxes, but they do not seem to resupply grenades either.

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Thursday, November 15th 2018, 10:42am

I haven't played the game yet, but I've built up a solid picture of the tanks through searching for lots of footage on YouTube.

Essentially, all of the core elements seem close to perfection. The leap from BF1's vehicle gameplay is almost embarrassing. The different tank-types offers a choice you never had in BF3/4, and so the tank-on-tank engagements are far more varied and interesting. Surprisingly, I even like the attrition aspect of tanks. It's certainly preferable to the BF4/1 style of having no more than 5/6 shells at one time and having to simply wait for more if you'd run out.

I actually also really liked the SUV in Hardline. Though I'd essentially never use the exposed gunner position; switching to the rear-gunner position was my go-to (FAR less risky). Then you'd use your immense speed to get out of any sticky situation like if a Counter Attack Truck were to make its presence known. The SUV will always be the archetypal Hit 'n' Run BF vehicle for me.

VincentNZ

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Thursday, November 15th 2018, 11:24am

I am not 100% on board with this. I find transports to be really squishy and maybe too limiting on conquest with their small firing arcs, and tanks are often not part of my consideration as an infantry player. However when they appear they appear out of nowhere.
In the forums they are seen as very squishy, so I would expect a buff in due time.

NoctyrneSAGA

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Thursday, November 15th 2018, 11:30am

BFV's tanks are as boring as BF1's.

The turret system in particular effectively negates the advantage of having a turret in the first place. You are forced to sit off-point just like in BF1 to keep all relevant targets within a narrow firing arc. BF1 was due to the lack of turrets and health, BFV due to the slow traverse. I've even had to turn off Decouple Aiming From Turning to combine the rotation of the tank body for acceptable turn rates. The turret traversal system works in WoT and WT because you are fighting other tanks. It doesn't really work in BF because you are fighting infantry that can pretty much expose only their head.

The attrition aspect is similar to infantry's now. it's so brief that it feels like what was previously described here about it: too long and it's tedious, too short and it's pointless. Planes are hardly affected by it and the rate that they can carry out bombings is probably faster than in any previous Frostbite BF. Tanks undergo a slightly longer but still fairly brief wait. At the very least 20% of my time is being near or going to a station instead of 50%. The fact that I end up retreating to the nearest supply station after every engagement for "downtime" is effectively no different from previous games where tanks had to back out for repairs anyways. The only difference is now there's a guaranteed spot the vehicle is going to be at (minebait and bombbait) and that it is clunkier. Let's not even get started on how Reddit has already figured out you can troll tank drivers by blowing up supply stations, forcing them to hop out, and then you hop in to steal their tank from them. I prefer the BF4 system because it is a more robust system that is less prone to trolling and clunkiness.

Heavy Tanks are deathtraps. They're so slow they simply sit inside enemy damage which is never something you want to do. The German tanks in general should be grabbing S-Mine Launchers to solve turret traverse issues. The Light Tanks are the most fun to play because their turrets are responsive and the vehicle itself is able to move around. The gameplay is much more dynamic. Their ability to utilize Spotting Scopes also helps with the visibility issues. Tank engagements are pretty boring slugfests unless you are driving a Light Tank. The other tanks are too slow to execute any sort of flanking maneuver. Instead, both sides usually wind up moving minimally and have a DPS race. The only sort of dynamic and interesting gameplay is, again, with Light Tanks. Besides, tanks shouldn't be fighting tanks. They should be wrecking infantry.
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Hau_ruck

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Thursday, November 15th 2018, 2:16pm

Is it just me or do halftracks take very little damage when hit by tanks? I take 50% damage from a PF, but barely anything from a tank. Definitely helps with survivability.

I see what Noctyrne means about the tank's limitations, but I suppose I just don't mind tanks having to sit back from the flag or be escorted by infantry.

To answer Vincent, yes I mean the attrition system. For once the actual ammo part of ammo resupply isn't useless. In BF1 the ammo box was pretty good but only because it gave you grenades and gadgets. Now the actual ammo part is as crucial to the class as the medkit is to medic.


Anyway, I'm still in the honeymoon phase, I'm sure I'll find things that bug me soon enough.

Oscar

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Friday, November 16th 2018, 8:54am

Forced spawn at start of round is stupid. You shouldn't need to do acrobatics and time a redeploy so that while the forced spawn is taking place you're transitioning to the spawn menu and thus get to select a vehicle.


Having to upgrade every single vehicle from scratch is awful. Some vehicles are passable with their base specs but most aren't.

Planes feel good to fly but aerial battles seem very dull. Most planes' base loadout is air-to-air which makes getting the relevant upgrades a huge drag.

I've yet to see any plane that's more useful than the JU-88A. You get a large payload for infantry and armoured targets and can actually see something that's not the vehicle itself in 3P view like the Allied Blenheims - which are so frustrating to operate you might as well not pick them. Overall the plane lineup for Allies seems weak.

Tanks are quite literally trash. I can live with a fixed turret speed if at least the movement of the turret wasn't complete garbage, it feels every time I make a small adjustment the turret rotates on a slight delay, and having your camera locked to the aimpoint should be default on 3P. Tank vs Tank seems fine, but handheld AT vs tanks is egregious. I've taken up to 52% shots to the front of a Panzer IV, and 35%+ shots from a single PF are not uncommon. I'm relegated to playing as a pseudo artillery vehicle because all I achieve by getting slightly close to a flag is increase the likelihood of a pissed off Assault taking out over two thirds of my health pool. Also again no unlocks is ass.

Visibility is a huge issue. Tank vs Tank the visual effects linger for too long and often will just make you shoot blindly through smoke/debris clouds if you actually want to destroy the target.

Air vs Ground has pretty awful visibility. JU-88 once again proves superior because accuracy doesn't matter when you drop 32 bombs, while other ground-focused planes need very pinpoint bombings so that they don't waste their payload.
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I find majority of the complaints I hear about this game somehow never appear in my games.

Hau_ruck

Tow me daddy!

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Friday, November 16th 2018, 1:11pm

Not really on topic but one big gripe I have so far is not allowing a mid range scope on the MG-34 (I'm assuming the MG-42 is the same). I can have it on the Lewis and other LMGs, but for some reason the MGs specifically designed for mid-long range don't get them. This isn't quite as insane as BF3 not allowing the heavy barrel on LMGs or BF4 not allowing aim assist on LMGs but it's still pretty bad.

Edit: Also, does anyone know how the suppression = spotting thing works? The machinegunner spec says that suppressing enemies will spot them, but that seems to happen with other suppression anyway. When I'm on engineer spec firing out of a tank I get spotting on enemies I suppress too. Is one only visible to me and another visible to my whole team or something? I quite like the mechanic personally, I just don't know who else can see my spotting.

This post has been edited 1 times, last edit by "Hau_ruck" (Nov 16th 2018, 1:37pm)


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Friday, November 16th 2018, 6:15pm

Edit: Also, does anyone know how the suppression = spotting thing works? The machinegunner spec says that suppressing enemies will spot them, but that seems to happen with other suppression anyway. When I'm on engineer spec firing out of a tank I get spotting on enemies I suppress too. Is one only visible to me and another visible to my whole team or something? I quite like the mechanic personally, I just don't know who else can see my spotting.


I was under the impression that 'spotting' gives you a dorito, while 'supression' gives you that fading diamond. So the engineer spec I think gives you the better doritos instead of the diamonds.

Forger21

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Friday, November 16th 2018, 6:55pm

I'm really enjoying playing in this iteration of armor. The turret rotation mechanic and detailed hit location/angle mechanics add so much.

Positioning is definitely more dependent on being aware of where nearby friendly infantry are than in some past games, but you can still be aggressive and get on flag burns if you use teammates to cover the worst angles. Admittedly, I've mostly played with medium tanks with case rounds, anything else is much more vulnerable to enemy antitank infantry. You have to take into consideration how specialized these tanks are when comparing them to the generalist tanks in previous games that could fight away from their team against vehicles or infantry. I hope the essential balance and mechanics that are in place right now stay that way, but that they iterate on the details to keep making the interactions between infantry and armor more dynamic.

Case rounds are great though, you can just instagib assaults when they try to peek out of cover. Potentially if coaxial mgs could penetrate more materials they could replicate some of that functionality.
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