Poll: battle field bad company 2's inadequacies in reference to future games

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south-base-spartan

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Jun 30, 2011
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battle field bad company 2 had a lot of potential. it had a great class system and a balanced initial weapon system (excluding specacts) as well as a good vehicle system. it also got very good reviews, but it leads one to wonder could the features not be utilized better, could some weapons not be removed or bolstered, could the maps not be designed better? i believe the answer is yes. i have been playing battle field for a while now and i have to say, there are a lot of flaws. I really do not want to be nit-picky but i feel it is my duty as a gamer to point out the flaws in a game so that the next game can be better. For one thing the spawn system is critically flawed.specifically in conquest. there are a lot of times where one's squad will all be dead or out of the spawn zone and you will have no control points taken, so you are forced to respawn at your base. there are not many alternate respawn points in most maps that cannot be strafed by an apachie or just camped. because the initial spawns are not out of bounds for the other team you will some times end up with some one killing you every time you spawn, before you can even draw a weapon. the answer to this is simple, make the respawn points out of bounds. then there is the hit detection, some things like knives and shotguns just choose not to hit sometimes. there are a lot of videos of this. the solution: change the way the engine processes pellet clustering and hitboxes. Third of all there are the things like circle strafing and quick scoping. circle strafing isn't so much a gameplay problem as it is a player problem, and it would be hard to limit without a massive amount of work to the flight controls, but one thing i have noticed is that A.A. guns on the basic turn speed can not turn fast enough to successfully lead the helicopter in question, one solution to this is for the player on the ground to change their turn speed, but this isn't practical for every player to do because you would either have to go through the process to change it back every time you get on an A.A. gun or just leave it like that, making it more difficult to play. quick scoping is probably where i am going to offend some one, but the fact of the matter is: running around with an m95 with magnum ammo and a red dot is bad sportsmanship. its just not fair to some one using a regular weapon to have to contend with something like that.then there are the maps, both the mini map representation and the way they are designed. the mini map is just misleading. im sure that most people have that instance where it starts counting down when you are clearly in bounds. and finally there is the design. dice seems to build maps with huge maps with empty stretches of unoccupied space, so the most practical means of transportation is a vehicle, which are not always available. so you either have to wait for however long or hoof it the entire distance.
 

ZeZZZZevy

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Apr 3, 2011
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oh my god wall of text.

some of these problems are probably already fixed, considering Frostbite 2 is now a thing.
I'd also argue that the spawn system isn't that bad (most of the time) and is only ever a problem if your entire team ends up spawn camped, which is just not fun.

also, welcome to the escapist, please use paragraphs.

EDIT: also a poll asking if the person agrees with you is slightly redundant
 

Jegsimmons

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Nov 14, 2010
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meh, they used bad company one and two as practice for Battlefield 3. and its still fun.

also, thats a fuck ton of words man....
 

mornal

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Aug 19, 2009
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I hate doing this, but after reading through your post I rewrote in a more easily readable format (only aesthetic changes I assure you, I didn't want to change any ideas).

south-base-spartan said:
Battlefield: Bad Company 2 had a lot of potential.

It had a great class system and a balanced initial weapon system (excluding specacts) as well as a good vehicle system. It also got very good reviews, but it leads one to wonder: could the features not be utilized better? Could some weapons not be removed or bolstered? Could the maps not be designed better?

I believe the answer is yes. I have been playing BF:BC2 for a while now and I have to say, there are a lot of flaws. I really do not want to be nit-picky, but I feel it is my duty as a gamer to point out the flaws in a game so that the next game can be better.

The spawn system is critically flawed, specifically in conquest. There are a lot of times when your squad is dead and you haven't captured any control points, so you are forced to respawn at your base. There are not many alternate respawn points in most maps that cannot be strafed by an Apache or just camped. Because the initial spawns are not out of bounds for the other team, there are times you will be spawn camped, before you can even draw a weapon. The answer to this is simple: make the respawn points out of bounds.

The hit detection is also flawed. Some weapons, such as knives or shotguns, just choose not to register hits sometimes. There are a lot of videos of this problem. The solution: change the way the engine processes pellet clustering and hitboxes.

Then there are problems like circle strafing and quick scoping. Circle strafing isn't so much a gameplay problem as it is a player problem, and it would be hard to limit without a massive amount of work to the flight controls. One thing I have noticed is that the turning speed of A.A. guns is not fast enough to successfully lead a circle strafing helicopter. One solution to this is for the player on the ground to change their look sensitivity, but this isn't practical for every player to do. You would either have to raise and then lower sensitivity every time you get on and off an A.A. gun, or just leave it higher, making it more difficult to play.

Quick scoping is probably where I am going to offend someone, but the fact of the matter is: running around with an m95 with magnum ammo and a red dot is bad sportsmanship. It's just not fair to some one using a regular weapon to have to contend with something like that.

Then there are the problem with the maps, both the mini map representation and the way they are designed. The mini map is just misleading. I'm sure that most people have that instance where the countdown to get inbounds starts when the map shows you are clearly in bounds.

Finally there is the design. Dice seems to build maps with huge stretches of unoccupied space, so the most practical means of transportation is a vehicle. Unfortunately, vehicles are not always available, so you either have to wait however long for one to spawn or hoof it the entire distance to the fighting.
OT: For the most part I agree with you.

The spawn system is great to a point (I love being able to spawn on squad mates), however your point on spawn camping is valid. Especially when they pair it with vehicle theft; conquest on Atacama becomes unwinnable when the other team has two helicopters in the air with skilled pilots.

Hit detection I've never had a problem with. Knifing is difficult but I believe that was intentional, as DICE didn't want a commando knife lunge (as seen in CoD).

Circle strafing is annoying, but as you said it's really hard to deal with it on the developer's end. The good news is only skilled pilots can do it.

The out of bounds problem is just a bug which I doubt will be carried into BF3. As for the empty spaces, it really depends on the map. Personally I can take empty spaces as long as I have cover so I'm not being sniped all the way. But from what we've seen so far in BF3 it looks like empty spaces won't be making a comeback.
 

Kahunaburger

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May 6, 2011
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Yeah BFBC2's spawn system is a definite weakness. Quickscoping isn't really much of a thing in my experience - I tend to run the DMRs, and they're not really appreciably different from ARs like the M14 and G3 in terms of handling. So if M14 + G3 are balanced, sniper rifles are as well. I guess someone could run around with the 50 cal. quickscoping people, but the range at which that gun is a 1 hit kill is also the range at which you can spray people to death with the VSS/G3, so I don't think that it adds any capabilities that the recon class doesn't already have.
 

Drizzitdude

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Nov 12, 2009
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Spawning and quick scoping are only issues I agree with here. I have never had a problem with hit-detEction, perhaps you were lagging?

As for the issue of the maps being to big and not having anything there and what not. Well I don't mean to be offensive but NO SHIT. It s BATTLEFIELD my friend. Not a box like in Call of Duty. The maps are meant to be big, expansive and give advantages to people who use vehicles.The so called 'empty space' is in fact, not empty at all. It usually provides the player with cover or various paths that lead to the objective.

Also I am not sure if you know there is a sprint feature to the game. No matter what gamemode I am in I find it take about a minute TOPS to get back into the action from the spawn point, less if you spawn on a squad mate.
 

Pyro Paul

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Dec 7, 2007
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spawning and spawn locations are not entirely an issue as even 'camping' can be countered with proper skill, set up, and players. what occurs often is something that can not be controlled by the game... Team Stacking.

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Hit Detection will always be a Problem. Period.
no one game in the existance of online gaming has had perfect hitbox detection.

from Quake to Counter-strike to left 4 dead to Call of Duty... you will get ghost shots, phantom bullets, or what ever other name you want to call it regardless. The problem with the Frostbyte engine is that it is more prone to 'ghosting' shots because of the strain the game puts on individual systems what with the geomodding data.

craters from explosions, dust from vehicals, and destroyed enviornments all has to be processed and communicated between the server and the player putting a much larger strain on bandwidth.

To fix ghosting, they would have to remove, or rethink how the game processes destructable enviornments... and considering that is the key selling point of the game in general, fat chance that will happen.

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Circle strafing and quick scoping are viable tactics in the manner you speak of and are both commonly used in Modern conflicts and engagements.

the problem with the game is that scoping gives the player near perfect accuracy disregarding all previous action. this goes at odds with the mechanic in game seen when you 'shoot from the hip' as sprinting makes you have poor accuracy which gets better the longer you stand still or crouch.

to fix 'quick scoping' they need to implement this simple mechanic seen in normal play into the 'scoped in' weapons, so players can not have both high mobility and high accuracy.
 

Vakz

Crafting Stars
Nov 22, 2010
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I am NOT reading that. Please, man, format your text properly.