Battlefield General - Discuss the series here

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What's SBMM?
Skill-based matchmaking, basically trying to keep potential customers from ragequitting by alternating putting them against shit players and throwing them to the wolves.
Battlefields 2042 and, to a much lesser degree, V has it too. Basically any game that has quickplay and lacks dedicated servers will have SBMM.
 
Is it any good? I was looking at it but I'm on the fence
I enjoyed it enough to be curious about the new map and character. I mostly stuck to the battlefield clone, only dabbled in the not!tarkov (which was ok in the early casual levels, ranked and higher level get sweaty and cheating is more lucrative). sadly they took heavy inspiration from 2042 - which is fine for the not!tarkov mode where heroes and abilities make sense, but turns warzone into clone wars so you'll inevitably die occasionally since both teams look the same.

it's still unreal and not frostbite, but for some casual rootin' tootin' and shootin' it's fine. interestingly all the maps and modes (even the not!metro ones) I played were actually pretty solid, none of the dice' trademark bullshit where you wonder what kind of surströmming they shoved up each other's ass developing it.

marvel rivals is doing fine, collecting people's data and shieet in case they decide to visit glorious china they already have a preset social score in case they feel like donating their organs
at least they're going after cheaters, "officially".
 
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I hopped into Battlefield 2 for a nostalgia trip. Still as fun as I remember it and the enemy spotted voice line spamming is also equally as shitty as I remembered it. 10/10 would get nade spammed on 24/7 infantry karkand again

If anyone wanted to give it a shot you can play it through BF2 hub. There's a r*ddit guide on how to properly install it as its a little convoluted, being from 2005 and all that. The servers surpisingly still have a decent chunk of people playing

If EA properly did Battlefield 2 play for free it would of probably been a huge success but they fucked it up
 
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Any fellow boomers remember why 2142 wasn't as popular? Apparently it's the lowest selling Battlefield in the entire series. I thought it was pretty fun and innovative for its time. Maybe releasing it a single year after Battlefield 2 wasn't a good idea. Might of done better if they released it 3 or 4 years after BF2
 
Any fellow boomers remember why 2142, wasn't as popular? Apparently it's the lowest selling Battlefield in the entire series. I thought it was pretty fun and innovative for its time. Maybe releasing it a single year after Battlefield 2 wasn't a good idea. Might of done better if they released it 3 or 4 years after BF2
Probably that reason. I think there'd already been a splash of futuristic shooters in Halo 2, Half-Life 2, Killzone and Doom 3 and Quake 4 around that time, and Gears of War was in the pipeline, so it was already saturated with sci-fi FPS. At the time, I think people felt like it was unwarranted.

The Last Stand said:
I didn’t even like Battlefield 4’s campaign, but I don’t think it being “woke” had anything to do with it.

It had a problem of not standing out. I remember elements of it, but there was nothing distinct for its time. You didn't walk outside and die of nuclear radiation, you didn't shoot civilians at an airport, and whilst a portion of China may have revolted it wasn't punctuated by a unique sequence. I also remember the Chink lady not being very interesting either, so the campaign had the one part in the first level and little else to follow up.

Meanwhile, I have better memory of BC2's campaign. It starts in WW2 where the American soldiers try and grab the defecting Jap scientist before they all get killed, you fight in the modern day against enemies in the snow, you had to go between areas and not freeze to death, you fought on a plane at the end, you find out Russia has invaded, etc. BF4 didn't really have much to offer or say, and its characters weren't anything special.

We know portions of it are likely to take place in the US, so if you're going to do yet another globetrotter campaign, at least nail the finer points of MW2 when you do it. I'd rather they stick to one landmass where you fight a protracted war, but I guess I'll take whatever as long as it's written and plays well.
 
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Any fellow boomers remember why 2142 wasn't as popular? Apparently it's the lowest selling Battlefield in the entire series. I thought it was pretty fun and innovative for its time. Maybe releasing it a single year after Battlefield 2 wasn't a good idea. Might of done better if they released it 3 or 4 years after BF2

I just remembering getting the game on release and being kind of meh about it. The setting lacked the immersion BF2 had, and BF2 was still fun. It just didn't do it for me. I know I played a little bit but BF2 was more fun.

In the 90s and 2000s we were on a constant incline about what games could do or were. BF 1942 was neat but clunky and like a tech demo, but when BF2 came out it was mind blowing. I remember the early days playing it. The whole idea of a squad hopping in a black hawk, someone flying us from a base in Operation Clean Sweep, to then fight along a fog lit beach was literally goosebumps-inducing. It was so cool a new, beyond anything you'd done in games.

There was something in 2142 which was just bland to me. Back then your mind filled in the gaps to fill out the worlds immersion. I just remember it being very bland. The sci-fi setting probably didn't fully get realised with where the graphics were at the time.

These days games can do anything and you don't even really notice when a new game has better graphics.
 
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when BF2 came out it was mind blowing
which is hilarious considering they basically sold the desert combat mod for 1942 as a game and after the mega success kicking the mod team to the curb.

dice has always been a POS company.

Any fellow boomers remember why 2142 wasn't as popular?
released too soon as mentioned, future is always less mainstream as contemporary warfare. however I'd say it's much more fondly remembered since it also fixed some of the issues of bf2 and added some interesting gamemodes like titan (if it worked properly) - something dice couldn't even fucking replicate almost 10 years later.
 
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which is hilarious considering they basically sold the desert combat mod for 1942 as a game and after the mega success kicking the mod team to the curb.

dice has always been a POS company.
Can you elaborate further? I joined BF2 around patch 1.41 so I'm not up to speed.
From following video, mod creators got bought out and then dumped. Is there anything more?


Funnily enough helicopter physics in that video looks similar to what was shipped in BF2, albeit there's less inertia when turning.

Here's some stuff I found on the Internet:
Timeline on Wikipedia appears to match, so DICE sucked them dry, and dumped them like a used up whore right when BF2 was about to release? Classsy.
 
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(if it worked properly)
funningly enough the problem is in the code, telling titans to move just wrecks the server due to poor coding and it's something reclamation people often ask to not do when playing but other than that the mode is pretty good.
 
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This Community Update outlines the current status of the Class System in Battlefield Labs, featuring insights from early player experiences.
Some systems aren't yet available in Battlefield Labs, but everything discussed here is crucial for defining class identities and achieving our goal of creating the best Class System in Battlefield's history.
We have seen the suggestions to revert to previous systems and/or closed weapons. We are keeping these in mind in our discussions as we aim to connect new and veteran players to the Battlefield experience, fostering teamwork and creating a universal understanding of our systems for the future.
We've collected extensive player feedback and data to improve the next Battlefield, particularly around classes. Some improvements happen quickly through Battlefield Labs testing, with balancing done via server-side commands. Other changes require new tools or client-side updates that take longer.
Battlefield Labs allows us to respond to feedback and balance gradually with our community. We invite you to share your thoughts in the Community Updates section on our official Battlefield Discord. This is the new frontier of community collaboration for Battlefield, and we welcome you to explore it with us. Let’s begin!

A RECAP ON THE CLASS SYSTEM​

As indicated in Part One, our current focus for classes is to have players recognize and intuitively feel the unique identity that each class brings to their squad on the Battlefield. To have the interconnected systems and fundamentals of each class shape their role, while granting the freedom to customize how to execute that role.
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An image showing the current work in progress Class System, focusing on what's Customizable, and what's Class-Defining.

Customizable: Weapon Loadouts, Class Gadgets, Training, and Throwables.
Class-Defining: Signature Weapon, Signature Trait, Signature Gadget, and Weapon Packages.


The Class System is defined by two main components: Customizable and Class-defining.
The customizable components empower players to explore and push the boundaries of their roles within their chosen class, while still adhering to the class's expectations. The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity.
Throughout this Community Update, we will use Recon as the baseline example and detail its signature elements.

PICK YOUR TRAINING PATH​

Customizable: Training
Training is designed to amplify the unique strengths of each Class, ensuring your role on the field is both impactful and strategic. Each Class offers two distinct Training Paths that you can choose from when customizing your loadouts. They provide flat-stat bonuses and benefits that enhance your performance in teamwork scenarios and objectives across various modes.
Training Paths are structured into three levels:
  • Level 0: Passive benefit available upon immediate selection of the Training Path.
  • Levels 1 and 2: Enhanced benefit aimed at improving your selected role. Only earnable through teamplay progression and score XP.
  • Level 3: Is a one-time use ability that you manually activate and either benefits yourself, your team, or your situation in the match.
  • In Recon’s case, it is the ability to call in a damageable UAV to a marked position for passive spotting. Upon activation, you will need to continue working with your team to make sufficient progress to use it again.
As you engage in teamwork or tackle mode-specific objectives, you will passively gain bonuses at each level along your chosen path. Triggering your level 3 ability resets you back to level 2 to re-earn your level 3 ability. Additionally, Training Path progression is reset at the beginning of each round.
Through Battlefield Labs, we are validating the progression rate, impact and balance of each path, allowing us to adjust their relative usefulness and power to perform the desired role.
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An image showing an example of the current work in progress Recon Training.

Sniper:
Level 0: Improved Auto-Spot Speed, Range, and Duration.
Level 1: Sniper hits highlight the enemy and prevents healing.
Level 2: Sniper headshots are unrevivable.

Pathfinder:
Level 0: Quieter takedowns, crouch, and prone movement.
Level 1: Undetected by equipment except when sprinting.
Level 2: Enemies you damage are spotted for your team.

Level 3 (Shared): Call in UAV to marked position for passive spotting.


Recon specializes in long-range shooting and covert gameplay; your Training Path is designed to enhance and encourage certain aspects of that role. If you find yourself being more up close and personal as a Recon player, you would benefit from selecting Pathfinder, which has improvements such as being undetectable by equipment except when sprinting.
Although the Training System has been live in Battlefield Labs for only two play sessions, we have already identified a range of areas that we plan to improve before launch. Role efficiency and teamwork incentives are the priorities of this system, and Battlefield Labs continues to provide us with the space and time to ensure we meet these priorities.

ALL ROADS LEAD TO CLASS IDENTITY​

Class-Defining: Signature Weapon
Each Class has a Signature Weapon that is intrinsically connected to their Class Identity, with the role of each Class taken into close consideration, as covered in
Part One
of this series.
While each weapon can pack a punch when used in the right combat situations and be a valuable addition to your loadout, choosing to use the proficient weapon category for each Class will provide you with tailored passive benefits for your role.
  • Assault & Assault Rifles - Assault is the ultimate infantry fighter, responsible for leading the charge and responding to situations as and when they arise. Using an Assault Rifle with this Class will result in faster transitions from sprint to shoot and switching between Assault Rifles and other weapons.
  • Engineer & Sub Machine Guns - Engineers are positioned for destruction and repair at all costs, which means getting up close and dirty while on the battlefield. You’ll benefit from improved hip-fire control when using SMG’s.
  • Support & Light Machine Guns - Being used to heavy fire situations and being in the midst of chaos, Support are experienced with heavy gear, and as they lay down fire with Light Machine Guns they will not suffer from sprint speed penalties like other Classes would if they were to use the same weapon.
  • Recon & Sniper Rifles - Scope sway will be decreased, and the ability to stabilize your aim by holding your breath improves with the use of Sniper Rifles. Being highly proficient with Sniper Rifles will allow for Recon to be faster at rechambering between shots too!
Class-Defining: Signature Trait
With Signature Traits, we aim to create a set of unique bonuses that increase the efficiency of your overall role as that Class.
  • Assault - Enhanced Mobility. We’re currently looking at providing this class with reduced fall damage and no movement speed penalty that results from a fall. Combined with other Class-defining elements, such as Training, it aims to place emphasis on Assault being the tip of the spear class and utilizes mobility as its key strength.
  • Engineer - Explosive Damage Resistance. While Assault is all about leading the charge in infantry combat, the Engineer is the only Class capable of repairing and dealing significant damage to vehicles. You’re in highly explosive situations here, and we’re theming this trait around that.
  • We’re currently providing a reduction to damage from explosions as the Signature Trait, and we’ll be assessing within Battlefield Labs if that difference is felt between the different Classes and what the right level of balance should be for a passive resistance increase (or decrease!)
  • Support - Faster Revive. Support is designed to be every squad's essential choice for defense and sustained combat. Our focus for this Class was to enhance the importance of reviving, protecting, and supplying teammates, enabling them to rejoin the fight quickly. Currently, the Signature Trait for Support allows faster reviving when stationary. We’re using the time with our community in Battlefield Labs to monitor your feedback on the Support class and the evolving expectations of Support's role, and identify the best aspects of this role to elevate further.
  • Recon - Aim Spotting. We currently have Recon’s Signature Trait as the ability to spot enemies while aiming down sight automatically. This is a Signature Trait that we are actively seeking feedback on within Battlefield Labs and are continually improving.
Class-Defining: Signature Gadget
Class definition is central to our future gadget lineup, ensuring each class features unique gadgets with zero overlap in usage. This approach highlights and reinforces the distinct role of each Class, offering gadgets that either enhance your own effectiveness or support your squad.
  • Assault - Adrenaline Injector. We’re equipping the Assault class with an Adrenaline Injector that grants resistance to flash and stun effects, enhances sprint speed, reduces explosive damage, and amplifies enemy footsteps for a brief period.
  • Battlefield Labs has already gathered substantial feedback on the Adrenaline Injector, which we’re already taking on board for the future to ensure it’s balanced across classes. For more details, check out the Learnings from the Labs section!
  • Engineer - Repair Tool. Whereas in the past, the Repair Tool has sometimes been a choice between using it or sacrificing it for something more aggressive. Going forward, the Repair Tool will always be available to you, so there really is no excuse for you not to repair your squad's vehicle, right?
  • Support - Supply Bag. Whenever you see a Supply Bag on the ground, you will now know that this item is capable of either healing you or providing you with a certain amount of ammo, and Support will be the class responsible for this. We are currently working through the balance of this gadget through Battlefield Labs, and defining how much health or ammo you should receive, what the optimal range should be, and spam prevention.
  • Recon - Motion Sensor. Whether you're a Sniper or a Pathfinder in either a defensive or aggressive position, the motion sensor is useful for tracking enemy movement within its limited range. As a Recon, it's essential to have this tool readily available to perform at your best, making it an excellent choice for your Signature Gadget.

LEARNING FROM THE LABS​

Thousands of players began experiencing Battlefield Labs in March, and it has already resulted in thousands of feedback submissions and bug reports, allowing us to work on rapid iteration of specific gameplay elements like movement and responsiveness, whilst discussing how to improve upon areas that take longer to implement, like destruction, movement, animation and more. Battlefield Labs is an ongoing process that has laid the foundation for us to collaborate on player-driven changes that will impact the next generation of Battlefield games. While we continue to read through feedback and assess areas to work on, it has already been instrumental in guiding us to meaningful improvements.
Class Identity & Gameplay
  • Assault - Players have emphasized Assault has a “Lone Wolf” mentality and there is desire to make the class less self reliant and instead enhance team play capabilities. Key areas for improvement include the Weapon Sling, particularly its early pre-alpha functionality, which allowed for carrying two signature weapons. The Adrenaline Injector has also received significant feedback and will undergo improvements, including the removal of the health regeneration component, with further changes to be shared at a later date.
  • Engineer - The Engineer remains in a good place, but we're exploring ways to further enhance its interaction with vehicle play. Players were able to equip dual rocket/missile launchers within earlier play sessions, and while that may have enhanced interaction between this role and destruction capabilities, it provided too much power in a single loadout and we will be limiting this so you can only choose one at a time.
  • Support - Support is frequently played due to its abilities to revive teammates, supply ammo and health, and intercept systems. We're focusing on subtle enhancements rather than significant changes with this class. Feedback indicates that there is an abundance of supply crates taking place, and this can often cause a detrimental effect on combat and create stalemate situations due to excessive healing and ammo. We are investigating adjustments, such as the crate’s duration, how much it can resupply, and more, to ensure we strike a good balance for impact to Support and other classes.
  • Recon - Play sessions and feedback have highlighted room for improvement with Recon, and we agree, more work needs to be done to enhance its role on the Battlefield. One aspect that we continue to assess feedback around is how we want to encourage specific Training Path playstyles for this Class, strengthening disinformation and sabotage aspects of their role, and need to balance spotting capabilities.
General Changes
While the list above is not exhaustive, we continue to enhance various aspects throughout the development process with gradual changes within Battlefield Labs and beyond, guided by player feedback. For example, earlier pre-alpha play sessions received a large response against Ballistic Armor, and this feature is no longer included in our multiplayer modes. Additionally, improvements are ongoing with movement and animation, as well as vehicle handling for ground vehicles and aircraft control.
Our content is currently in alpha development, and some features may take longer to implement than others, depending on their complexity. However, we remain committed to keeping you informed through our community channels and Battlefield Labs as we work together to build Battlefield.
 
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