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OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Symetrique posted:

All of you that hate planes should release your pent up rage with stingers:

https://streamable.com/tz8qwf

AA missiles are currently ignoring flares
OTOH they also miss a LOT and pretty sure they lose their lock if a heli pilot temporarily switches seats.

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OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

tminz posted:

This. There's zero flow. This game would be incredible on some more tightly designed 32v32 maps.
There are a bunch of things with the "flow." Other BF games were like... clear the flag out, establish some sort of front, and most of the fighting happens as a tug-of-war between two flags. This is the total opposite. Heli drops all the time, tons of spawns, tons of vertical traversal within points and the point areas are huge, so they're hard to clear.

The only point that really concentrates the action a lot is Renewal C.

Elerion posted:

I really miss the time when Anti-Tank weaponry was limited to certain classes but in return actually did something, though. Pumping all 3 rockets you spawn with into something and see it still has 60% life left is dumb. Especially when rockets move at like a third of the speed of a hovercraft.
It's balanced-ish against the fact that anyone can bring a launcher now. I don't think hovercraft are really that hard to hit, they have poor acceleration so just wait until they make a turn or inevitably careen into something that brings them to a dead stop and then shoot them.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

DrBox posted:

I find there's more of a front line in this game with the sectors. Old BF conquest to me always felt like the murder blob just running in a circle capping points with a few people using jeeps/helos to back cap. I kind of wish all points were sectorized to stop the flip flopping.
I dunno, it feels like there's less of a front line to me because transport helis and hovercraft can just blast through your "front line" and go wherever they feel like. And a hostile tank can pop up in your "back line" at any time too.

OneEightHundred fucked around with this message at 02:58 on Nov 15, 2021

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

codo27 posted:

Whats the verdict after the weekend?
Good: It seems more streamlined, mostly for the better. It's pretty easy to roll a spec that you'll like. Way less map clutter.
Bad: Several severe bugs at the moment, barely any reason to use anything other than SMGs and DMRs, extremely CPU-heavy.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Angel with AT launcher and proxballs is basically all 4 Battlefield classes at once and it weirds me out.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

ScootsMcSkirt posted:

Another trick is that you can fire the rockets just slightly before they lock-on. Just spam the fire button and youll see. If youre working with just one other person, you two can clear the entire sky in your area but even by yourself youre a huge threat
You don't have to spam, just hold down the fire button and it will fire as soon as it's able to.

The other important trick for AA is that if a pilot pops flares, you still gain lock progress if you're pointing at the plane/heli during the flare immunity even though there's no UI feedback, meaning if you stay trained on the target, you will have almost a complete lock by the time the immunity wears off and you can launch a missile or two up their rear end immediately and they will get extremely little warning.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

comedyblissoption posted:

the NTW-50 is the one shot kill body shot vs unarmored

but among snipers it has the worst mag size, like half the usual rate of fire, the worst bullet velocity, worst reload time
Oh boy so they brought back the BFV AT rifles except you don't need to be prone any more. And it looks like the one-hit-kill range is extremely long. Can't wait.

e: It hits tanks for 18 damage.

OneEightHundred fucked around with this message at 18:27 on Nov 20, 2021

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
There's a bug going around where people very rarely become totally immune to damage but, unlike the previous incarnation of that bug, can still shoot you.

If you find someone in that state then you basically have to kill them with an explosive or run them over.


Also it looks like your guns can get locked permanently if you bail out of a hacked vehicle.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

comedyblissoption posted:

a really really really bad pilot of course dies to a single player who can somehow shoot 3 rockets in a row at them which happens uh kind of often
I think of chopper pilots probably 80% of them will sit in stinger range until flares wear off and totally let you shoot two rockets in a row into them, 10% of them will either wave off or fly low to break the lock and get away, and 10% fly around a building in a circle so there's no way to actually get the missile to hit them aside from chasing them off the building to shoot them while parachuting AND guessing their flight direction correctly. (Especially on Hourglass and Kaleidoscope.)

The problem with just forcing flares, and SOFLAM, is that unless you're queueing with friends, you've got like a 1 in 4 chance that anyone is actually going to follow up. I really have no idea why so few people pack launchers when EVERYONE can pack them and there isn't much else worth putting in that slot.

OneEightHundred fucked around with this message at 16:58 on Dec 16, 2021

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Pharmaskittle posted:

I don't like the hero system because I literally only play angel, since there's no other way to give yourself armor between every engagement aside from wasting your gadget slot on the armor plate. A squirrel suit or sentry gun would be nice, but I feel like that 20 points of armor is the deciding factor so often when I can't avoid a fair 1 v 1 infantry shootout.
It's actually even worse now because with the new self-apply (which also has a WAY lower lockout delay than picking it up) it's way easier to throw a second plate on if you're just ducking behind cover or post-engagement, meaning that unless you get burned down from full health, he effectively has 140 health now.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

ScootsMcSkirt posted:

i miss the little medkits your soldier carries and the large ammo caches on the flags from BFV whenever I play BF1
I hated pretty much everything about BFV but the ammo caches were way better than praying someone picked support (and ever actually dropped a crate) if I ever want a gadget/nade refill on a public server.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
There's a bunch of undocumented stuff, but 2 things standing out so far:

The insertion beacon is now mounted on a tripod so it's way easier to see now. It looks pretty much exactly like a sentry turret though which is kind of annoying.

AA missiles don't do the little pop up when you fire them any more (which might seem minor but actually seems to make hitting descending aircraft noticeably more annoying from a lot of places), and incoming AA missiles now show visible icons to pilots so shooting a missile at a pilot looking in your direction is now way more likely to get you killed.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

DrChu posted:

Best use for the new launcher is going after helicopters that have ducked behind a hill or wall to repair/wait for weapons to recharge.
It's mostly good for finishing off things at low health trying to get away since it doesn't do that much damage.

And of course airstriking snipers.

Ironically it seems pretty bad on the new map.

Remember that if you press E then your rocket doesn't blow up, it just flies straight, so you can use that if dumbfire is all you need and don't want to sit there guiding it.

The other low-key OP aspect is being able to take the spawn beacons and a launcher at the same time.

OneEightHundred fucked around with this message at 06:04 on Jun 12, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

FastestGunAlive posted:

Imo armor was very strong in 3&4 and they’ve been trying to rebalance ever since but they haven’t gotten it right. In 3&4 I was very much willing to push the frontline and cap flags in armor but in every game since the meta has become to sit as far back as possible
It doesn't really make sense to push up when the maps are designed the way they are. Tanks are mostly good at flushing players out of hidey holes, especially since the top turret is kind of crap right now, except most of the points now are either wide open, unenterable, or not even ground level.

If they want to stop the parachute/wingsuit C5 poo poo then the first thing they can do is make it way easier to shoot airborne players (and everyone else preferably) with the top turret.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

BigglesSWE posted:

Conquest has been a game of merry-go-round between flags since at least BF3.
In past BFs there still were combat fronts that you had to fight through to get to points behind it, which kinda concentrated combat, but 2042 that mostly only happens between points in multi-point sectors because in any other situation it's just nearly impossible to actually prevent players from getting to the point between the wide-open access, paradrops, and especially transport helis.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

ScootsMcSkirt posted:

the melee system in BF1 is perfect. Dont know why Dice felt the need to change it
BF1's was actually pretty silly, I had boatloads of kills from the zero-TTK revolver-facestab combo.

Beastie posted:

Haven’t all the starting rifles in every BF game been the best gun in the game?
The BSV-M is really good right now.

Pharmaskittle posted:

Yeah I started to say tanks are too vulnerable to them but remembered tanks are too vulnerable to everything
They are, but the C5 drone thing was "vulnerable" at the level of "if the other team has one Casper who knows how to C5 drone then you don't get to drive a MAV/tank/wildcat out of your uncap."

OneEightHundred fucked around with this message at 23:27 on Jul 9, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
64-player Discarded really needs a flag in the area north of the boat or something, right now if a team full-caps B then just getting there from any other point is awful.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Pontificating rear end posted:

the choppers are killing it at this point, why did they think a chopper you cant lock onto is a good idea
Because they just added a TV missile that can hit it anyway of course. Nevermind that it's super-agile and has the cross-section of a toothpick.

There are basically two ways of killing them: One is use Rao, and pray that they're a moron and just eat the hack and the fly into a bunch of stingers. If they're not a moron then they'll dump flares as soon as they see the hack warning, then you have to bait flares out with a fake hack (so it doesn't just come right back with hack immunity), then hack it again while flares are down, then shoot it, then pray someone else fires a second missile at it even though they've probably got it in their head that pointing a stinger at the stealth heli is a waste of time. This also doesn't work on maps where there are too many things to dip behind to ever get a lock (like Exposure) or too many trees (like Caspian Border).

The second is have someone else start shooting it with another heli, since that actually forces them to choose between staying in stealth or shooting back. The problem is that they are very good at murdering other helis while out of stealth, and most heli duelers are are addicted to the ascend button and will take their engagement out of stinger range and just die.

I've killed a few with Lis, but about half of those were actually from the missile running out of fuel and hitting it with the timeout detonation. If you want to actually hit them then you've got to time the afterburner really well.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Lis is still extremely good but she is absolutely not the specialist to pick if your #1 goal is to shoot down a helicopter.

Even against stealth helicopters it's probably better to just pack a stinger on anybody else so you can shoot it when it gets hacked or starts scrapping with your team's transport heli or something.

OneEightHundred fucked around with this message at 06:47 on Jul 23, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Ytlaya posted:

edit: The people getting really mad about aircraft are a little confusing to me; they don't give me trouble that often and I rarely find myself getting super frustrated with them. If anything, the only time they make me mad is sometimes when I'm also in an aircraft; I have no idea how some of these people are so incredibly accurate with the miniguns/cannons on planes/little birds/stealth choppers. I feel like the big nerf to the main cannon on the passenger choppers removed the only thing that was truly "overpowered" about them.
It hasn't been that bad in 2042 overall but it's still been kind of a roller-coaster because of how delicate the balance is when everything revolves around whether you can get the killing-blow stinger in the air.

The transport cannon was pretty busted but IMO mainly busted because of how transports were also borderline-unkillable with a repairing crew and a competent pilot. Well, unkillable except by another transport shooting it with the cannon.

Stealth helis are the same problem, flares/stingers were basically designed around each other in a way that, most of the time, they prevent the helicopter from being shot down when piloted well enough, so then they took that and put it on a helicopter with a second anti-missile countermeasure and it sure doesn't seem to be sacrificing much in the way of mobility or offense for that, nor does it seem to be particularly weak to anything. It does 80-90 damage to a Wildcat with bombs, the upgraded cannons kill transport crews with the splash damage and do extremely high damage to aircraft and infantry so what exactly is this thing's weakness supposed to be?

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
I mean on one hand you have a helicopter that rains death from the sky and never dies the entire round, and on the other hand you have a helicopter that rains death from the sky and never dies the entire round...


Also I think they nerfed the ground vehicle miniguns (except for the Wildcat AA gun) to no longer do damage to aircraft.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Ytlaya posted:

The 50mm cannon nerf is weird; it was already nerfed to the point where it was usually worse than the grenade launcher against infantry.
It's a weird reason to do it but it was still usually the better upgrade to take since it wasn't really THAT much worse at dealing with infantry and it was way better at shooting down other transports.

The stealth heli change is probably going to do jack poo poo since half the people racking up boatloads of kills and never dying are just sitting in stealth all game and dropping bombs, and they can still deadzone wildcats by dropping a bomb load on them and then circling around them faster than the turret can rotate.

They didn't fix the problem of "what kills this loving thing?" A Nightbird? Okay I guess but right now anything that can kill a stealth heli kills the Nightbird even harder which is why nobody wants to fly a Nightbird.

OneEightHundred fucked around with this message at 03:04 on Aug 2, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Chronojam posted:

They nerfed the Nightbird by introducing a more annoying helicopter, confirm/deny?
I guess nerfing everything that isn't a stealth helicopter is technically nerfing the Nightbird.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Ytlaya posted:

Grenade launcher seems significantly better for infantry; you can basically wipe out entire groups easily with it, while it's hard to kill more than one or two with the cannon since it fires so slow and has bad splash damage (that is apparently going to become even worse).
It depends, the grenade launcher shreds infantry given proper setup, but the cannon requires way less setup, so you can get a lot of incidental fly-by kills and engage at basically any range.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

comedyblissoption posted:

maybe tanks are good with teamwork trophy system abuse + repairing
They're good but they're also a big dice-roll of how much anti-tank crap you're rolling into and whether or not you're going to get C5 bombed from the sky, and Lis made things even stupider.

It'd be nice if Lis got some tweaks like the missile having short and long range modes and the long-range mode doing less damage to armor.

afkmacro posted:

everybody gets a goatee even paik and they all have frowny face.
And Falck dyed the gray out of her hair.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Speaking of Lis it looks like the TV missile no longer has any splash damage, at least vs. infantry.

Fortunately the underbarrel launcher ADS bug is (supposedly) fixed so you can use 40mm's on her again without worrying about getting permanently locked out of the TV missile.

OneEightHundred fucked around with this message at 04:53 on Aug 4, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Protocol7 posted:

How am I supposed to misuse her to harass enemy snipers who don't even have line of sight to me now :(
Oh you can still torpedo idiot snipers just fine, you just can't yolo missile the Kaleidoscope B/E points from the uncap any more. And you can't use it to finish off people hiding from damage as easily.

Protocol7 posted:

If you are good enough to hit stationary targets with the TV missile, which I am not :(
It's somewhat buggy but I believe the problem is something like the TV missile flight camera doesn't actually pilot the missile, it pilots some invisible thing that the missile follows and only "forces" a hit if you impact a vehicle, so you'll get hits more consistently if you make sure it's flying as straight as possible when you smack it into someone.

It also has some collision size so don't come in at too shallow of an angle or you might hit the ground.

If you need a better angle then just fire it off in another direction and turn it around at 75% fuel.


Edit: Also since everyone is running around with Dozer right now here's a fun thing, if you shoot him in the face with a TV missile it will either go through his shield and kill him instantly, or he'll deflect it and it'll bounce off in some wildly random direction. Have fun I guess.

OneEightHundred fucked around with this message at 07:13 on Aug 5, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Wasn't really digging Exposure before but this flag rework is really a mess. The outer flags are now all extremely far away from the middle flags (since they removed the flags near the cliff edges), yet the 3 middle flags contribute as many sectors as all 6 outer flags combined and aren't really accessible by vehicles, so the best thing to do now is control the middle flags so the other team gets stuck spawning halfway across the map from them and can't respond to anything going on at the actually-important parts of the map in any kind of timely manner. Great.

OneEightHundred fucked around with this message at 06:36 on Aug 6, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Pretty sure another factor is their matchmaker does not like to backfill. I can leave a match where a quarter of it is AI and requeue and I'll get put into a new match usually.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Ytlaya posted:

edit: Regarding BF5, I wish BF2042 had some equivalent to the BF5 medic carbines.
That's basically what the GVT is.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
The flak pod is arguably more useful on the MAV.

Beastie posted:

We were absolutely at the mercy of someone we couldn't see simply because we didn't have a .50 to hit those incoming missiles.
It's hard to hit the missiles anyway, but the best counter to Lis is really just have someone bring a repair tool. The main weakness of sniping vehicles with TV missiles is that she only has 2 missiles, and if nobody else is in a position to follow up and secure the kill, then she's stuck waiting for cooldown and has no way to get missiles back any faster (vs. say Angel who can lob M5s at you forever).

e: Oh boy had to play Rush on a HC server for the mission... on Hourglass. I think that wins the prize for worst FPS experience I've had in the past 10 years.

OneEightHundred fucked around with this message at 19:08 on Aug 13, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Been messing with the hovercraft some more and it's... not actually too bad once you figure out how to manage threats with it, considering it's nearly always available. It's good for cutting off land routes (especially on Breakaway), assisting caps by going to the side of the point that defenders on and spawnkilling them, and other things that involve getting behind the other team and blowing them up.

You'll get shot at by Lis missiles a lot but they are shockingly bad at hitting them, and if you get hit by 1 then just drive straight away and pop the repair kit and even if she reloads and hits you with another one you'll have regenerated enough to survive it anyway.

Pontificating rear end posted:

Stealth chopper still ruins half the matches it seems. oh well RIP to this game
They've said they're going to nerf the repair system on it to not repair you to full health, but that's still not going to matter much. There are just not enough opportunities to do damage to it.

Ironically, the Wildcat buff would up being to its benefit because the Wildcat dumpsters other aircraft even harder.

At minimum, dropping bombs needs to kick you out of stealth. Then you can have your sneaky hit-and-runs or whatever but you're probably going to have to burn flares on the way out and then open yourself up to heatseekers. And it would still probably be flat-out better than the Apache/Hokum.

OneEightHundred fucked around with this message at 08:54 on Aug 15, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Protocol7 posted:

I don't know that the stealth chopper has been that annoying for me but the Hind/Condor with an effective pilot is really loving annoying. I feel like I can be Rao with the AA missiles and I still can't do jack poo poo to one of those
Rao is not that great at dealing with transports, either bring Angel and lob stingers at them, SOFLAM them, or call in a LATV with a 30mm cannon and shoot it from some sneaky spot as soon as it starts taking damage. If you're on the Russian side then you can use Lis too since Condors are super easy to hit in hover mode.

On rooftop points there's way less you can do though. You have to get a vantage point from somewhere else, like another rooftop. On Orbital B you want to hide in the back area or hills behind the point so you can shoot them when they try to retreat to safety.

OneEightHundred fucked around with this message at 18:35 on Aug 15, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Popete posted:

How does a franchise with 10 previous main titles lose the ability to implement a scoreboard?
Given what they've already said about it and some of the other things taken out, it was almost certainly a "reducing toxicity"-type initiative that went overboard.

Hot Diggity! posted:

I'm glad the potential class poo poo is months away because the Rao hack plus AA combo is the easiest way to keep aircraft away from points
If they make LATV/hovercraft guns do more damage to aircraft (and more reliably) then it'll probably be okay, but if that change goes through without more AA options then it's going to be awful.

Beach Party posted:

Already a lack of anti air in games.. better give all the AA rockets to the least played specialists! :bravo:
I like how recons get SOFLAM+tracer dart to "help" with AA but only the engineer classes get anything that can lock on to them, so they're still the bottleneck.

Plus back to the bad old days of running out of missiles all the time and begging someone to drop an ammo box.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Kibayasu posted:

Remember when Visceral and then DICE finally figured out that helicopters and planes shouldn’t be invulnerable to everything except the rockets they have a 100% guaranteed defense against every 15 seconds? Those were good times.
It's also cool that they're fully aware that the stealth heli is broken, and the cannon nerf didn't do poo poo (because, surprise, it still melts infantry and the gunner seat still melts other helicopters), but decided to leave it that way until the end of the season.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Ytlaya posted:

For the stealth chopper specifically, it is dumb that you can unlock countermeasures for it. I just unlocked them and it's just incredibly silly how good it is. The lack of countermeasures actually gives it a decent trade-off, where if you want to blow up infantry with your 30mm cannon you risk getting owned by AA (since you have no way to avoid it once they've started locking onto you, aside from actually getting out of its sight). But with the countermeasures, you can safely go out of stealth and buy the time to re-stealth with the countermeasures. The only real threat at that point is other choppers/jets and miniguns/cannons on some ground vehicles.
Countermeasures makes some sense because otherwise, dropping stealth would mean immediately getting double-tapped by stingers or a Wildcat, but it would make more sense to just be like a short-duration chaff or something.

My guess is that the problem, which made them ever think the dumb thing was balanced in the first place, was that they assumed you couldn't get much done just camping stealth, so you'd have to roll in with stealth and take the risk of dropping out of it to finish things off, creating a window of vulnerability. The problem is everyone figured out that a.) it is in fact fully capable of engaging anything except a jet in stealth, and b.) it's a way better idea to roll in with attack mode, since you can pop flares and then go stealth as soon as the flares start running down, making you borderline unkillable.

I still think the best thing to do would be just make dropping bombs kick you out of stealth. No more zero-risk offense.

OneEightHundred fucked around with this message at 23:20 on Aug 27, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Pharmaskittle posted:

Heavy suppressor plus subsonic loving slaps because it denies your target directional damage indicators lol
I think that combo is kinda dicey since everything you can use it on has a small magazine, and combined with the lower damage you really need to get in close to secure the kill.

Wrapped suppressor + subsonics is amazing on a bunch of things though. Both of them only reduce projectile velocity, not damage falloff, so you basically get all of the effective range of normal bullets with no noise or tracers.

Hot Diggity! posted:

It owns especially on breakthrough. Get high up, tell your team that you're running it, let the points roll in.
If you're on Kaleidoscope US side and your team doesn't have the point outside your uncap then you can just stand on the roof and spot their entire team.

Aside from that it's really good against transports.

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
Guess I'll elaborate a bit: It is situation-dependent. It is risky to spot most mid-range enemies because you have a big stupid red laser visible from it on top of the big stupid red light attached to your character model, meanwhile you're staring down a scope that gives you tunnel vision and does not kill the thing you are pointing at. It is also not very useful against ground vehicles for a whole bunch of reasons, but the big one is that you have to have LOS to the center of the vehicle to lock, and then people with the M5 have to have LOS to the center of the vehicle to lock, and all of that is too complicated vs. just shooting it with a dumb-fire missile. And light vehicles are too fast to reliably get locks on with all of the junk in the way, plus who gives a poo poo about making a LATV easier to kill when they're already a death trap?

What it is good for:
- Spotting snipers, because maybe you can't hit them with what you're running, but as soon as your teammates see that red dot, goodbye!
- Spotting enemies from rooftops, especially the Kaleidoscope uncaps.
- Designating transports. Transports have a lot of health and like to be big bullies since they can take some punishment. If they're designated, they'll have to deal with more lock-ons and harder-hitting M5 missiles so they are way more likely to get volleyed.
- Designating non-stealth helis, if you find anyone dumb enough to fly one of those right now.

OneEightHundred fucked around with this message at 07:09 on Aug 28, 2022

OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!
I'm very skeptical that a stationary turret is going to be any good against infantry in a Battlefield which is extremely light on access choke points.

quote:

Headshot Multiplier on Assault Rifles has been increased from 2x -> 2.15x
...
Increased the Extended and Drum magazines capacity on G57 by 5 bullets
... dying to know what made anyone think the M5A1 and drum mag G57 were underperforming and needed a buff.

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OneEightHundred
Feb 28, 2008

Soon, we will be unstoppable!

Pharmaskittle posted:

the snipers are trash, you're doing more than enough by using soflam and drone and can definitely just use a person-killing gun
The NTW-50 specifically is completely different from the other sniper rifles, it's not even really much of a sniper rifle because the extreme bullet drop seriously handicaps its range.

It used to fire bullets that killed tanks in like 4 hits but they nerfed that hard, so now its anti-vehicle power is kind of questionable, and if you want a medium-range one-shotting infantry gimmick gun, then use the Ghostmaker.

If you insist on using it, remember that a holo sight has MUCH shorter ADS time than any sight with magnification. It is basically only useful for camping a spot and pointing at another spot waiting for someone to walk into it and one-shotting them. Any situation that involves you having to react to someone showing up unexpectedly, you are dead. And if you miss, you are also dead.

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