Global Podcast #15

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Topic review
   

Expand view Topic review: Global Podcast #15

Re: Global Podcast #15

by Jokerle » Wed Mar 12, 2014 4:36 am

Tea-Assault wrote:A 3 second stinger reload vs. a 27 second countermeasure reload means you can't actually get away quick enough in a helicopter before you're torched if you're flying solo. I've heard that there is only going to be allowed one repair guy per scout helo so the stinger would definitely need to be banned if we were to balance air-ground and air-air gameplay in favour of skill over rocketspam. Haven't heard much outside of this thread though 8O

the repair tool speed got nerfed some time ago (Jan patch?). I dont think restricting the number of repair guys is really necessary anymore. Tanking stingers with a full crew is much harder now.

Re: Global Podcast #15

by Tea-Assault » Wed Mar 12, 2014 4:32 am

A 3 second stinger reload vs. a 27 second countermeasure reload means you can't actually get away quick enough in a helicopter before you're torched if you're flying solo. I've heard that there is only going to be allowed one repair guy per scout helo so the stinger would definitely need to be banned if we were to balance air-ground and air-air gameplay in favour of skill over rocketspam. Haven't heard much outside of this thread though 8O

Re: Global Podcast #15

by Róka » Wed Mar 12, 2014 2:50 am

Snookfingers wrote:now if some game breaking mechanic im unaware of currently is discovered id say that game is pretty well balanced
AR

Re: Global Podcast #15

by Snookfingers » Wed Mar 12, 2014 1:05 am

pretty much everything that is "banned" has been done so while the game is still being balance, we can't make our balancing changes while the game is still being changed and damage models are still being changed.... slams are fixed, soflams are countered in 2 seconds with a mav, a PLD has to be within 350 yards and have line of sight, break it, its that simple, if u have to fall back 350 yards until your infantry kills/finds the guy well thats battlefield.. bipod an LMG and smack the heads of DMR turds, i can go on but i think you catch my drift

EVERYTHING HAS A COUNTER IF YOU WORK AS A TEAM

now if some game breaking mechanic im unaware of currently is discovered id say that game is pretty well balanced and we should play a full campaign before the ban hammer gets smacked around and cuts off tons of the metagame battlefield offers....ive played a lot recently after the patch, the gameplay is very enjoyable, DICE is actually listening to the community and changing things that need changing, just at their pace.. lol

Re: Global Podcast #15

by cairdazar » Tue Mar 11, 2014 1:18 pm

Jokerle wrote:
o1oo1 wrote:Arent there server side plugins that screen for banned equipment and such. I mean every pistol/knife only server uses them
e: im assuming cairdazars tool works on info from battlelog
afaik you can scan for kills with specific weapons, as well as limit the number of slots for a given class (eg recon).
Yes I'm using the battlelog api, so it puts no extra stress on the servers, given our track-record with server stability that is a good thing.

The server-side plugins have a hard time finding stuff that don't get kills like ARMs (mostly just cases crashes) and soflams.
Also some equipment uses the generic killed and is hard (impossible?) to check for using the killfeed, I think UCAV are among them.

Re: Global Podcast #15

by Jokerle » Tue Mar 11, 2014 12:42 pm

o1oo1 wrote:Arent there server side plugins that screen for banned equipment and such. I mean every pistol/knife only server uses them
e: im assuming cairdasars tool works on info from battlelog
afaik you can scan for kills with specific weapons, as well as limit the number of slots for a given class (eg recon).

Re: Global Podcast #15

by o1oo1 » Tue Mar 11, 2014 12:01 pm

Arent there server side plugins that screen for banned equipment and such. I mean every pistol/knife only server uses them
e: im assuming cairdasars tool works on info from battlelog

Re: Global Podcast #15

by cairdazar » Tue Mar 11, 2014 6:45 am

Necromancer wrote:good stuff
I agree with all of that 8O
Primarily that the time to kill is much better in bf4 compared to bf3. As some one from the hardcore minority I don't mind at all if we run 100% health on GC.

As long as no one goes crazy and suggest we actually play on normal preset ;)

On one sniper per team thing: I have the basis for a system that looks at all the loadouts of all players.
I can work on it a bit so that it warns the HC/TAs if any soldiers have banned stuff equipped.
It can't know if any thing is actually used, so it would warn for infantry dudes running active missiles even if they never enter a vehicle with ARMs.
But it could see what class some one are using and what weapons/equipment, so would warn if one team has more then X recons with a bolt-action. Or when some one is playing as engineer and have slam mines.

TAs/HCs contact me if this is some thing that you want, I can have it up and running for the first BD if I get the go ahead this week.

Re: Global Podcast #15

by Jokerle » Tue Mar 11, 2014 4:25 am

I still think Hitmans post was non-serious...

Re: Global Podcast #15

by Necromancer » Tue Mar 11, 2014 4:11 am

Pld lock -350
Soflam - 450

MBT law cone wasn't reduced significantly. Its still too easy to use.
Staff shell has been pretty much nerfed into oblivion. The ability to switch-fire was fixed, the damage was reduced to ~20, and the missile needs to practicaly hit the target for the shell to connect.
Making it useful only for long-range sniping, but in that case the reciving tank can just move and it'll miss.

While i was for reduced health in BF3, because it took a.full clip to the chest to kill a guy, thats been fixed in bf4. So im for 100% health now. It seems like i die too fast as it is.

1 sniper per team? Isn't it a little too harsh? 1 sniper for 32 players?
Recon gadgets can still be used with DMRs, shotguns or carbines. Not every reacon have to use a sniper rifle.

Re: Global Podcast #15

by TCZapper » Tue Mar 11, 2014 12:55 am

Just as an opinion: For LAW/Staff, leaving staff in is good for infantry since it means tanks might not always run an anti-infantry secondary. With the reduced damage, staff is really only useful for long range engagements anyway (primarily China Rising maps). Also extra shells. I wish they did an ammo pool like planetside :(

The LAW has received some decent nerfs, namely 33% longer reload and being counterable by active protection. Before it was just dumb. Attacking a tank with APS from the side with an RPG had like half the DPS of a LAW. Ultimately, I don't think it really takes much away from the game by being banned, but I also don't think it needs to be banned.

The PLD and soflam are tricky. I don't like that SRAWs can lock onto lazed targets, makes them too versatile. Javelins are already very powerful (3 shot kill, 2 when lazed). Some maps in BF4 are also just terrible for providing cover and can easily lead to basically endless lockons. The only time I felt like that in BF3 was Caspian rush. The extended range that lazing provides makes lockon spam even worse.

IMO, get rid of the soflam and keep the PLD. I'm on the fence on the PLD, so I'd like to see how it works out. I'd also be interested to know the lock on ranges of the soflam vs PLD vs javelin.

Re: Global Podcast #15

by Damonott » Mon Mar 10, 2014 9:56 pm

If the idea is to be as close to RF then a limit due to sniper being able to one shot kill is not bright. In RF a trained sniper is ALWAYS a one shot kill. Also you would be limiting allot of tactical devices that the recon class can use. AKA spawn becons

Re: Global Podcast #15

by Hitman47 » Mon Mar 10, 2014 8:46 pm

Bock wrote: Finally, what's the idea behind allowing one sniper rifle per army? That seems a little unnecessary, not to mention hard to enforce.
Because of the hit multiplier which was explained by Hgx in this thread already, and to limit it to one since that's how it was in BF2 and then the sniper becomes a strategic component of the battlefield instead of an annoyance.

I'm extremely amused at how lightly the fact that basically everything the community asked to be banned got banned went into one ear and out the other, and how especially important the DMR and sniper suddenly became.

To answer why MBT LAW and not the staff shell, after a lenghty discussion on the meeting with both HCs it was deemed that the staff shell was nerfed and is no longer a problem, however the MBT LAW was still a problem and there is a wide variety of other launchers that can be used to the same effect.

Any other questions?

Re: Global Podcast #15

by Bock » Mon Mar 10, 2014 8:35 pm

Since everyone is using this thread to discuss the bans, I'll throw my $0.02 down as well.

Regarding infantry carried laser designators:
I think the PLD should be reconsidered. Its range (against air targets) is smaller than the soflam's range, and its use requires that a soldier maintain line of sight to the target, meaning he can't be lazing things from the safety of cover or doing other things, such as shooting enemies while lazing a target. I think these drawbacks make it balanced. Additionally, it is useful as a spotting and rangefinding device for infantry.

Regarding the MBT LAW:
While I'm OK with it being banned, I think some questions need to be addressed. Was the LAW banned because we think that smart weapons with no lock-on period are stupid? If so, why not also ban the staff shell? Or was it banned because it was bugged, or OP? According to the most recent patch notes, it has been fixed and nerfed.
-Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed.


Finally, what's the idea behind allowing one sniper rifle per army? That seems a little unnecessary, not to mention hard to enforce.

Re: Global Podcast #15

by Hgx » Mon Mar 10, 2014 8:07 pm

Sarantini wrote:
Necromancer wrote:
Sarantini wrote:What are the arguments for lowering the HP?
BF3?!
Well I don't understand why it was 80% in bf3 so this doesn't really help me
Im not the oldest guy here, but as far as I know, GC settings have always tried be to mix between hardcore and normal core.
And I must say I like it, DICE knows nothing about game balance.

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