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Bad Company 2 PS3 Multiplayer Beta; PC beta early 2010

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gibonez said:
Reaching those higher places would be purely accidental, but besides its not like you would be stuck there, you can always parachute back down to the ground.

Also this is battlefield there are no places where you shouldn't be.

You misunderstand. People would be timing their spawns with the purpose of getting easy and quick access to levels and roofs that the opposing team thought they had covered. If you were surprised by the enemy spawning directly behind their tm's how would you feel about some guy randomly dropping next to you from nowhere because his teammate was in the house below you.
 
The-Warning said:
I agree that spotting needs to be changed. Spot spamming is a too dominant part of gameplay. I'm always stopping what I'm doing and spot spamming every area and lighting people up far away hiding in bushes. It's very cheap and ruins any type of stealth. Especially as a tank gunner, I just continually press the select button and spot people like crazy. It's already hard to take tanks down as it is and this just makes it ridiculous.

So I think the suggestion about putting spotted people on the minimap instead of the main one is a good idea.

I'm also noticing people are wising up on how to take the first objective and the two in the town. Just park your tanks far away and continually shell the buildings until they crumble. People are getting those objectives very easily now. Doesn't seem to be any good defense for it.

As far as the tank support goes in the fire-for-effect method at the first defense line, I think there's enough time to get the treads rolling on the T-90s to counter the Abrams before and when they arrive. The hill/cliffs on the right side of a US advance give enough of a firing alley across towards where the US armor usually park themselves to do some severe damage. And, if a team works together well, the inbound Abrams spearhead can be countered quite effectively with a mix of spotters, engineers and the TOW launcher at the gate (although, operators should keep a medic on their tails there...a good place to do damage, but an even better place to catch a shell or bullet)
 
PedroLumpy said:
Squad spawning could be toned down maybe by having a designated spawner, but having people parachute in is nuts. Someone parachuting in would be the end of any run you're making, everyone and their dad would know where you are. There are other ways.

Spotting could be reeled back a bit with just minimap spots like the motion sensor does. Orange triangle probably gives a little too much info as it stands, but I can live with it so far.

C4ing crates isn't immensly easy, I think the defending team should have to keep eyes on the crate. But setting off C4 after you die is stupid. C4 plus ammo box is a deadly combo though.

We'll Yea a dedicated Squad leader who you can spawn from is the most ideal solution, but lets face it, this is a console game such a common sense feature is too "hardcore" for console gamers.

Bf2 had it right, with squad leaders the dedicated spawners, and no red triangles above enemy heads.
 
Ballistictiger said:
C4ing the crate is easy as hell. I did it in a team that was getting completely dominated. 10-12 life left and the teammates were getting spawn killed at base. I started C4ing the crates and went back up to 100 lives after 3 crates. Eventually the team starting doing what they were suppose to do at the end, blowing up crates is such a morale booster.

This brings up another thing, I think maybe the ticket replenishment after each checkpoint maybe shoulda been balanced around something a little lower. A refund of 50 tickets is pretty massive, 50 kills at a checkpoint just to make a dent in the reinforcements is rough. I think most of the defense victories I've had have been 100 tickets to zero over one checkpoint, no slow bleedout victories over several checkpoints.

I just wanna see a conquest map really.

gibonez said:
We'll Yea a dedicated Squad leader who you can spawn from is the most ideal solution, but lets face it, this is a console game such a common sense feature is too "hardcore" for console gamers.

Bf2 had it right, with squad leaders the dedicated spawners, and no red triangles above enemy heads.

:( you have seen through my clever deceit. Don't see why they have to mess with the parts of BF2 that work.
 
I love the spawn on any squad member feature. It means I can actually play the entire game with my squad, which (to me anyway) is the whole idea of BFBC2.
 
endlessflood said:
I love the spawn on any squad member feature. It means I can actually play the entire game with my squad, which (to me anyway) is the whole idea of BFBC2.

You would still be able to do that with a squad leader, just make sure you protect him like in bf2 and you are set to go.

Bf2 spawning system was so perfect, but then they had to go on and mess it up. :(
 
gibonez said:
You would still be able to do that with a squad leader, just make sure you protect him like in bf2 and you are set to go.

Bf2 spawning system was so perfect, but then they had to go on and mess it up. :(

Well the PC team is the BF2 team so you might be in luck.
 
gibonez said:
Yea, but this can be exploited, like in BC1 you would have a dedicated spawner camping really close to an objective. He would sit there and camp while his 3 squad mates rushed, died, and rushed until they took over the objective.

You would be left wondering where they were coming from. With the parachutes dropping you would know the general direction where the dedicated spawner is.
throw motion detectors

Reaching those higher places would be purely accidental, but besides its not like you would be stuck there, you can always parachute back down to the ground.

Also this is battlefield there are no places where you shouldn't be.
i think you're missing the point. the point is parachuting in means you don't have to enter the building on the ground floor, and instead surprise people from above. also, this means people will have to spend time looking up as well as at their surrounding area.
 
The whole point of spawning on a squad mate is so you can get into the thick of the action quicker and complete objectives. If enemies keep spawning in your base, they pretty much deserve to since part of the game strategy is making sure you have areas cleared out. You ever notice how the defense can't spawn on teammates if they're behind the attacker lines? The job of defense is just that, to defend. A good team will wipe out squads, and not just individuals and keep sending the attackers back to their own base.

A good attacking team is one that spends as little time as possible in their own base. Ideally, they will push against the defenders and constantly occupy the defender base through squad spawning. A squad mate camping as a dedicated spawn point isn't so much an "exploit" as it is a good strategy. The solution to such a problem as a defender is simply to find the soldier and kill him.

To sum it up, if there is an enemy that successfully infiltrates the base, I don't know why you would want to punish his hard work by giving away his position with parachuting squadmates. The game is about team play first and foremost, and squad spawning is simply a part of that. Parachutes simply don't fit in the Battlefield design.

My personal experience with squad spawning is usually dying right after spawning since my teammates are usually in the thick of the action. It usually isn't advisable to spawn on a teammate who's in the middle of a firefight. My friend always complains when he spawns on me, only to get blown up by a tank. :lol
 
gibonez said:
You would still be able to do that with a squad leader, just make sure you protect him like in bf2 and you are set to go.

Bf2 spawning system was so perfect, but then they had to go on and mess it up. :(
But on consoles it won't work out that well. Imagine having a squad leader doing nothing but camp sniping. PC it'll definitely work.
 
Pylon_Trooper said:
As far as the tank support goes in the fire-for-effect method at the first defense line, I think there's enough time to get the treads rolling on the T-90s to counter the Abrams before and when they arrive. The hill/cliffs on the right side of a US advance give enough of a firing alley across towards where the US armor usually park themselves to do some severe damage. And, if a team works together well, the inbound Abrams spearhead can be countered quite effectively with a mix of spotters, engineers and the TOW launcher at the gate (although, operators should keep a medic on their tails there...a good place to do damage, but an even better place to catch a shell or bullet)

I think a good defending group would have a whole mess of engineers on the first four objectives. A good six of em firing rpgs from all directions, not giving the gunners time to take out everyone, throw one guy on that KORN way in the back, add in the two T-90s and you may be able to slow down the 3 Abrams. So yeah a good team can accomplish anything if they do it right. Plus when the mines actually work I can see laying a mess of them out on the top of the hill overlooking the town.

I always play engineer the first four objectives and always concentrate on tanks, doing my best shooting my paper rpg at them. Sometimes I feel like I'm spitting in a hurricane though :) I don't mind though cause for some reason I'm really liking that aks74u. Not a bad gun at all.

Thankfully, after the town the attackers have a harder time getting the next six objectives because they're a lot easier to defend. Even so, the last four or five games I've played the attackers have won.
 
http://tinypic.com/player.php?v=2m2yxcy&s=6

running over the hill...

PedroLumpy said:
This brings up another thing, I think maybe the ticket replenishment after each checkpoint maybe shoulda been balanced around something a little lower. A refund of 50 tickets is pretty massive, 50 kills at a checkpoint just to make a dent in the reinforcements is rough. I think most of the defense victories I've had have been 100 tickets to zero over one checkpoint, no slow bleedout victories over several checkpoints.

I just wanna see a conquest map really.

:( you have seen through my clever deceit. Don't see why they have to mess with the parts of BF2 that work.
the second set is almost free, which builds the team back up easily after a possible struggle in the first, but there's definite bleedout potential in the third to fifth sets.

gibonez said:
You would still be able to do that with a squad leader, just make sure you protect him like in bf2 and you are set to go.

Bf2 spawning system was so perfect, but then they had to go on and mess it up. :(
unless your squad leader decides to be a sniper in the hills in a galaxy far, far away...
 
The-Warning said:
You were like a one man army in that vid. Did you even have any teammates? lol. Not that you needed them.
2 snipers camped out... which i guess was perfect, since i only joined a game to make the videos of going over the hill.
 
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This right here is the worst thing about BC2.
 
Boy do I love dying and leaving my mark as an engineer on defense.

The first defense point all I did was lay down mines, get killed, lay down some more, get killed again ad nauseum.

Sure I was 0-10 to start out but then the double kills kept racking up as tank after tank (and hummers) kept getting destroyed. We held them off with only one objective taken. It also helped that near the end we had a squad commandeer two out of their 3 tanks and had a line of 5 tanks to defend crate B.

Also one of the best things to do is jack a tank that has a solo driver as an engineer, breakout the power tool while spamming the x (or whatever button it is to get in) and jack the tank. Take it underneath the bridge and if you lose the second objective, well needless to say you give 'em hell on the next with their tank.
 
Sweet, got my second gold star with the QBY88 - unlocked the 12x scope for the recon, not for me, lose far too much peripheral and it loses me the quick headshot at medium distance capability.
 
I love the 12x Scope. I played around with it sticking at base on the last base sniping heads off people in the building. I'm not usually a camper my team was so dominating I didn't get much of the action (Cheap C4 crate).

I love the ACOG scope for assault also. Once I got the shooting patterns down a bit for it. I was killing like crazy.
 
Disconnection , disconnection and disconnection again. Couldn't be able to finish a single game for last 10-20 times. I'm not gonna try to play anymore.
 
Ballistictiger said:
It's a good thing Snipers and everybody can't prone on Consoles and take 2 hit body shot for kills or we'll be seeing more of those.

They should just rename the game.

Battlefield: Recon Company. :D
 
it seems that the killcam has made more people play recon instead of less.

i dunno why, maybe it's because people see where the good spots are now automatically...

maybe it's because it's a beta so more skilled people are playing than the normal game...

maybe it's because some people were morally opposed to camping, but the killcam is their excuse...

it's a strange phenomenon indeed...

if you can't tell, yes, i still don't like the killcam.
 
I decided to play a bit of Recon (only class I hadn't really used) to try and unlock the mortar strike. With the mortar strike, I'm finding the damn thing is bloody unreliable. Many times it simply won't activate no matter how many times I laze (or whatever) the target, even when it's the first time I've used the thing since spawning. What's the cooldown time on it; is there some sort of indicator or gauge?

Also I took an M95 off somebody and couldn't really tell any difference between that and the other bolt action sniper rifles other than the sound it makes when firing. Do most snipers prefer the semi-autos or bolt actions?

Personally I like the idea of a killcam and have no problems with it, although the current implementation (with the massive clipping issues) is really annoying. Pretty much every time I see the killcam now, the camera is sitting in some recon's lower intestines and looking out past the leaves on his wookie suit. With the spotting system, it's not like snipers can really hide that well anyway, so I don't feel like it's giving positions away that wouldn't be easily discernible regardless of a killcam. To me a well-positioned sniper is like a tank; everyone knows where they are, but it's such a pain in the arse taking them out that randoms just couldn't be bothered.
 
Ballistictiger said:
A friend of mines always want to counter snipe after he gets killed by one. I counter snipe die and then go back to my assault class.

My Type 88 with acog is my assault/recon class. And to think there is even a red dot sight add-on for the sniper gun.:D
 
My main complaint with the killcam (other than it's there at all) is that it's the worst possible implementation... it's without a doubt the dumbest fucking thing I've ever seen from DICE.

Even the classic COD killcam would have been better than the shit they've come up with. "Hey, I have an idea... instead of just revealing the sniper's position, lets let the dead guy watch where the sniper runs for five seconds".

So even if a sniper isn't camping, and moves after each kill, they're still penalized.

Fucking retarded. Worst killcam ever. I never thought in a million years I'd ever say this, but I wish the killcam was like COD.

DICE has made some pretty dumb choices for this game.
 
Take out the shitty killcam altogether, I hate watching the stupid thing for a couple seconds then still have to wait more to respawn.
 
Eh my complaint after playing the game for an hour for the first time ever. Is having to unlock any kind of a scope for your primary weapon while getting shot half way across the map by some one without even being able to see them.
 
Yeah if they actually think the killcam doesn't show where a sniper is, they're kidding themselves. At least with the CoD killcam you could get a sense of the lag you were dealing with.

Speaking of which.... where's my ping.
 
Lostconfused said:
Eh my complaint after playing the game for an hour for the first time ever. Is having to unlock any kind of a scope for your primary weapon while getting shot half way across the map by some one without even being able to see them.
Recon class comes with M24 unlocked by default. If you want long range kills, give that a go.


The Faceless Master said:
i wish i could skip it and go straight to the loadout changing screen.
I'll second that. I don't mind the killcam at all, but the option to skip it and mess around with my loadout would be welcome.
 
endlessflood said:
Recon class comes with M24 unlocked by default. If you want long range kills, give that a go.
Its not that. It just feels like jumping up and down in one spot is more productive then trying to actually fire back.
 
recklessmind said:
My main complaint with the killcam (other than it's there at all) is that it's the worst possible implementation... it's without a doubt the dumbest fucking thing I've ever seen from DICE.

Even the classic COD killcam would have been better than the shit they've come up with. "Hey, I have an idea... instead of just revealing the sniper's position, lets let the dead guy watch where the sniper runs for five seconds".

So even if a sniper isn't camping, and moves after each kill, they're still penalized.

Fucking retarded. Worst killcam ever. I never thought in a million years I'd ever say this, but I wish the killcam was like COD.

DICE has made some pretty dumb choices for this game.


Yea, unfortunately it is. I guess it allows T-baggers to shove it into the face of their victims while they watch helplessly.

Did you voice this complaint in the official beta forum?

This along with stat-padding are really the key points DICE should be looking at finding solutions to.
 
Do you think it would be better if game allowed equal numbers of division of class in the squad or team? That way a team only filled with snipers would not be possible.
 
The Faceless Master said:
unless your squad leader decides to be a sniper in the hills in a galaxy far, far away...


Thats when you leave his squad and join another one. I suppose you could also have a 'vote squad leader' option or something.
 
aryanr said:
Do you think it would be better if game allowed equal numbers of division of class in the squad or team? That way a team only filled with snipers would not be possible.

seriously it would be that simple..

I have no idea why games dont do this anymore :\
 
aryanr said:
Do you think it would be better if game allowed equal numbers of division of class in the squad or team? That way a team only filled with snipers would not be possible.
You could get the PC version where there are mods for that sort of thing.
 
Forget the killcam, I wouldn't mind if there weren't any snipers in the game at all. Sorry snipers, I understand it can be an enjoyable activity in the game, but I hate when I'm in the thick of battle and get killed from someone a mile awhile while they enjoy a cup of coffee and marshmallows. Half the match you're running around trying to stay alive and you hear bullets whizzing past you from god knows where. You just ignore it, go about your business and hope they forget about you, but by that point you probably have a huge red triangle over your head.

That's why I think recon should be the weakest class. That you can kill someone from across the map with one shot is enough power. That's all you need. If we didn't have the killcam? Forget it, the whole game would be filled with camping snipers.
 
The-Warning said:
Forget the killcam, I wouldn't mind if there weren't any snipers in the game at all. Sorry snipers, I understand it can be an enjoyable activity in the game, but I hate when I'm in the thick of battle and get killed from someone a mile awhile while they enjoy a cup of coffee and marshmallows. Half the match you're running around trying to stay alive and you hear bullets whizzing past you from god knows where. You just ignore it, go about your business and hope they forget about you, but by that point you probably have a huge red triangle over your head.

That's why I think recon should be the weakest class. That you can kill someone from across the map with one shot is enough power. That's all you need. If we didn't have the killcam? Forget it, the whole game would be filled with camping snipers.

Yeah... no.
 
The-Warning said:
Forget the killcam, I wouldn't mind if there weren't any snipers in the game at all. Sorry snipers, I understand it can be an enjoyable activity in the game, but I hate when I'm in the thick of battle and get killed from someone a mile awhile while they enjoy a cup of coffee and marshmallows. Half the match you're running around trying to stay alive and you hear bullets whizzing past you from god knows where. You just ignore it, go about your business and hope they forget about you, but by that point you probably have a huge red triangle over your head.

That's why I think recon should be the weakest class. That you can kill someone from across the map with one shot is enough power. That's all you need. If we didn't have the killcam? Forget it, the whole game would be filled with camping snipers.


I like your post.

Sniper class should be A sniper rifle, Pistol or tracer pistol, C4 or claymores and a grenade.

no mortar strikes, no recon balls.
 
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