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What was wrong with Homefront? I liked it at the time.

I misremembered, I meant to say Homefront The Revolution. I actually enjoyed what the plot of the first game was going for and the multiplayer wasn't bad, but the sequel was a dumpster fire. I feel like some other big title came out around the same time as the first Homefront and it ended up sucking my attention away.

I guess I was going for "expecting a Homefront The Revolution", but even then, BF2042 (as of now) doesn't hold a candle to how jank that game was. People act like they'd rather get teeth pulled then play BF2042 for a couple hours a week for rewards. The game is fine for a Battlefield game. Not good, not great, just fine. At least the rewards brought back the playerbase somewhat so it's not exclusively sweats for the time being. Between EA pass, Gamepass, consoles, and Steam, I can't gauge the player numbers, but the 24 hour peak yesterday on Steam was something like 48k players.
 
An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
 
An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
Thank God
 
, BF2042 (as of now) doesn't hold a candle to how jank that game was. People act like they'd rather get teeth pulled then play BF2042 for a couple hours a week for rewards. The game is fine for a Battlefield game. Not good, not great, just fine.
Okay, you've convinced me. If Hazard Mode is as horrible as I heard, I'm coming for you.
 
Okay, you've convinced me. If Hazard Mode is as horrible as I heard, I'm coming for you.

I have not fucked with Hazard mode, nor do I intend to. Extraction shooters and battle royale modes are the bane of my existence. I've mainly been tooling around in small scale conquest, Iwo Jima, and portal matches while I convince the rest of my group to get back into it. I'm glad battle pass challenges work in (most) portal servers. At least the bots have the common courtesy to stay down long enough to let me get the revives in. Shame I have to be level 42 to complete a week 1 challenge because I don't have incendiary grenades.
 
An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
TOTAL. CODNIGGER. DEATH.
 
An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
TOTAL MOVEMENT FAG DEATH.


 
An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
Good. Keep gatekeeping the CoD streamers/players.
 
Additionally, the M87A1 shotgun now requires more pellets to secure a kill.

I'm hoping this means the shotgun is still very lethal, but being further away will have more pellets miss. Whether they will make a pass on slugs or not, I dunno. I just don't want it to be the Halo 2 shotgun where you have to jam that thing down their throat before you can score a kill.
 
The absolute cope and seething is amazing from these people.

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Boys, is this is what hope and joy feel like??
 
The absolute cope and seething is amazing from these people.

View attachment 7811661

Boys, is this is what hope and joy feel like??
The TTVs are seething, and that's a good thing.
View attachment 7811684

Yes, it's "gatekeeping" to not want movement bullshittery in your modern soldier shooter game.

Fuck these people. They've had wallrunning double-jump games for years now. That's where they belong if it matters so much, not here.
 
Okay, we're off to a very bad start. Unskippable cutscene followed by an unskippable AI Conquest match as a tutorial. And the UI, oh goodness gracious. It is horrible to navigate through. Using rectangles for menus cluttered with text is clumsy, especially with a controller.

2042’s TTK reminds me of Call of Duty.
 
Only on Iberian Offensive was recon largely unusable
You and your squad being able to continuously spawn on B by hiding a beacon in one of the side rooms is the funniest shit ever. Nobody ever checks those rooms. Of course, unless you're cracked out of your mind and can consistently hit headshots, you're better off with something like an SMG rather than a sniper rifle.
 
2042’s TTK reminds me of Call of Duty.
Having gone back myself, it feels like the ttk was lowered at some point (or maybe weapons were improved in some way). As with many games in the modern era, the many updates 2042 has received have changed it a lot over time. At the moment, the biggest issue is still the maps, so many are empty fields or kill corridors among a litany of other design problems. Apparently, the devs of BF6 have said they're going to make the player # differ by map, which will hopefully alleviate such problems for game modes like breakthrough or rush.

An Open Beta feedback blog has been published and they're making good changes:
"Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable."
TOTAL TWITCH TRANNY DEATH
 
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What kills me about these fags are it isnt like theyre CPMA pros, theyre dorks that bind macros and think that is a show of skill.
80-90% of the time I just domed these faggots after they got done doing a cool trickslide around a corner and missing all their shots during the beta weekends.

gatekeeping isn't a bad thing if it keeps all modern shooters from playing the exact fucking same.
 
80-90% of the time I just domed these faggots after they got done doing a cool trickslide around a corner and missing all their shots during the beta weekends.

It really only works on the first guy around the corner, they usually get sprayed down by the guys behind you and you end up getting picked up anyways. I'm still glad to see the movement get a nerf. If I wanted to sweat in a twitch shooter, I'd go play Quake with guys who are still at it after the better part of two decades. I hope the CoD players stick with BO7, I'm tired of playing with people who don't revive and instantly give up when they're downed.

I hope their map-by-map basis for playercount helps the flow. Battlefield (for me) is at it's best when it's hectic, but not quite a shoot house. The 128v128 conquests turn into straight meatgrinders at times, but I won't deny it makes for a hell of a spectacle.
 
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