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Battlefield Bad Company beta coming (360)

Coin Return said:
Technical issues aside, this game has become my new addiction. Oasis is such a fun map to snipe in, and the introduction of destructibility is just the shot of innovation the series needed. I do agree with most of the criticisms regarding control and graphical glitches, and I wish you could pull your gun up a touch faster when coming out of a sprint. Other than that, color me very impressed.

Day 1.
Actually it doesn't matter whether your gun is on screen or not. As soon as you let go of the sprint button you can start firing. I've gotten many a pistol headshot before I could see the gun on screen.
 
Deepblue said:
Actually it doesn't matter whether your gun is on screen or not. As soon as you let go of the sprint button you can start firing. I've gotten many a pistol headshot before I could see the gun on screen.
Ahh, thanks for the heads up!
 
The game is very fun like the previous battlefield games. Technical issues mar the presentation, but that's forgivable. However, what's unforgivable is the dialogues you hear as an American attacker.

"Enemy sniper spotted!"
...
"Enemy sniper spotted!"
...
...
"Enemy sniper spotted!"
...
"Enemy sniper spotted!"
...
...
...
"Enemy sniper spotted!"
....
...
"Enemy sniper spotted!"
 
I am loving this game and can't wait for the final retail build that should have things tweaked/polished/balanced.

I had the same complaints about the AWFUL voice acting, especially the pointless ranting in Arabic or Russian, but I went into the audio menu yesterday and discovered a world of joy. Not only can you basically turn down (or off) automatic chatter between your teammates (if I have to hear "Doc, how bad is it?" one more time, I'm going to lose my shit), but you can turn off the foreign language voice overs.

So after I turned off all the awful in-game voices, I really started noticing just how wonderful the audio is in this game. Seriously, the sound design in BC ranks as probably the most immersive I've ever heard in a game, especially since the levels are big enough to actually try and simulate the effect of gunfire and explosions from a distance. The result is this strangely beautiful cacophony, and the impression it gives the player as they approach the epicenter of the action is this sense of anxiety and anticipation.

Other sound effects are really good too, like when you're running from building to building trying to get a vantage point to drop C4 on a tank and he's blowing shit up all around you -- you can actually hear the individual bricks and rocks fall around to the ground when the walls disintegrate and there's debris flying left and right and all up in your face. I also love the stationary machine gun sounds, where you can hear the brass eject from the chamber and roll around on the floor after it drops.

I urge you all to turn off the shitty voices, listen to the game with headphones or turn it way up on your speakers. So good.
 
chespace said:
I am loving this game and can't wait for the final retail build that should have things tweaked/polished/balanced.

I had the same complaints about the AWFUL voice acting, especially the pointless ranting in Arabic or Russian, but I went into the audio menu yesterday and discovered a world of joy. Not only can you basically turn down (or off) automatic chatter between your teammates (if I have to hear "Doc, how bad is it?" one more time, I'm going to lose my shit), but you can turn off the foreign language voice overs.

So after I turned off all the awful in-game voices, I really started noticing just how wonderful the audio is in this game. Seriously, the sound design in BC ranks as probably the most immersive I've ever heard in a game, especially since the levels are big enough to actually try and simulate the effect of gunfire and explosions from a distance. The result is this strangely beautiful cacophony, and the impression it gives the player as they approach the epicenter of the action is this sense of anxiety and anticipation.

Other sound effects are really good too, like when you're running from building to building trying to get a vantage point to drop C4 on a tank and he's blowing shit up all around you -- you can actually hear the individual bricks and rocks fall around to the ground when the walls disintegrate and there's debris flying left and right and all up in your face. I also love the stationary machine gun sounds, where you can hear the brass eject from the chamber and roll around on the floor after it drops.

I urge you all to turn off the shitty voices, listen to the game with headphones or turn it way up on your speakers. So good.

I'm with you on the voices. They are incredibly annoying.

The problem is, though, some of them are really helpful if you're a support class. Hearing "medic!" has many times alerted me to look at the minimap and see where the guy who needs healing is. With them off, I miss a ton of opportunities to heal/repair.

I wish there was a mid setting where only relevant voices could be heard.

If I head "ENEMY SNIPER SPOTTED" one more time I'm going to lose my shit.

Also, to further the awesomeness of the sound, not only can you hear bricks and debris falling around you, but it is actually tied to the piece of geometry and where it is in relation to you. I was running up a hill in the green village map, and a wall got blown out in front of me. About 6 bricks came sliding down the hill, and each one was making a scraping noise that panned from front to back as they slid by me.

Amazing stuff.
 
I actually have the voices turned down to just 1 notch.

You can still hear it in the background, and it's about 150% less annoying.
 
raYne said:
It is the best all-around class, but:

-You're vulnerable during vehicle repair and dishing out health. Both also give out audio clues to the enemy.
-You're also vulverable when calling in mortar strikes. Even moreso than the above because you can't move at all since it'll cancel the call in progress... and since you're stationary in the act, there's a good chance you'll either be dead straight away from a sniper. Or damaged enough that you won't be able to recover your health before you make it out of the line of fire. Unless you do it sneakily of course.
-The LMG sucks badly at medium-long to long range. So ARs and Snipers have the advantage there. Then at close range, you get dominated by shotguns and SMGs. So the vast majority of people on the battlefield have the advantage over you in a gunfight.

what its the use of the tracer on the spec ops class?
 
Zer0 said:
what its the use of the tracer on the spec ops class?
Used by the specialist, the tracer dart pistol attaches a transponder to enemies, which emits a high frequency signal that links up to the guidance system of friendly rockets.
* When the dart is in place, all demolitions class will be advised, and are then able to lock on and launch a homing missile at the target.
* While not smart enough to navigate streets, the missile will home inexorably in on the unfortunate target.
* Though this requires a high degree of coordination, skilled squads will be able to link up and utilize this combination to deadly effect.
 
winalot said:
Used by the specialist, the tracer dart pistol attaches a transponder to enemies, which emits a high frequency signal that links up to the guidance system of friendly rockets.
* When the dart is in place, all demolitions class will be advised, and are then able to lock on and launch a homing missile at the target.
* While not smart enough to navigate streets, the missile will home inexorably in on the unfortunate target.
* Though this requires a high degree of coordination, skilled squads will be able to link up and utilize this combination to deadly effect.

wow,sounds nice :D :D :D
 
winalot said:
Used by the specialist, the tracer dart pistol attaches a transponder to enemies, which emits a high frequency signal that links up to the guidance system of friendly rockets.
* When the dart is in place, all demolitions class will be advised, and are then able to lock on and launch a homing missile at the target.
* While not smart enough to navigate streets, the missile will home inexorably in on the unfortunate target.
* Though this requires a high degree of coordination, skilled squads will be able to link up and utilize this combination to deadly effect.

I said wow.

Can't wait until I can actually play this with friends.
 
I must admit, the game is starting to grow on me a bit. Still would like a whole laundry list of changes.

The Beta is crashing again for me at the end of matches. What's going on? It seemed to be fixed for awhile.

And that explanation of the tracer gun is very useful. I just assumed it lighted them up on the map for an extra long time.

Lastly, this may
(is)
seem incredibly obvious, but it didn't occur to me immediately. Slapping all the C4 on the gold crate will do a TON of damage, without the big flashing 'Charge Planted' warning. I've been using it to get one of the first crates on Ascension, the one out in the open.
 
PedroLumpy said:
The Beta is crashing again for me at the end of matches. What's going on? It seemed to be fixed for awhile.
DICE said they fixed it for the retail version, not for the beta. I doubt they're actually going to update the beta, even though that would be nice.
 
Hey guys, when I try to spawn in a squad, I always end up with a sniper, so he's like 2 miles from the battle.

Is there a way to select your squad?
 
MicVlaD said:
DICE said they fixed it for the retail version, not for the beta. I doubt they're actually going to update the beta, even though that would be nice.
They have. It's just not beta wide. What they do is single out certains servers for tweak testing. Of course, there's no way to actually search for those servers. So that probably doesn't help you much. :lol

Also, I'd expect a rollout of updates applied Beta-wide. They already stated that they'd shut down the Beta periodically to apply the new changes. Before people get theirs hopes up: No, new maps, weapons and gamemodes weren't hinted at re the Beta updates.

As for the crashing in general: For now, you just have to hope you aren't in one of those servers.
Littleberu said:
Hey guys, when I try to spawn in a squad, I always end up with a sniper, so he's like 2 miles from the battle.

Is there a way to select your squad?
Nope. You spawn with whoever's left alive. In that case, he'd be the only one. You could try delaying the spawn though. In a few cases, I'd just wait a while and when I'd squad spawn, it'd spawn me with someone else instead of the guy way in the middle of nowhere. Best case scenario, I'd end up in a vehicle already heading back to the action.

The most annoying one is when you get the choice to spawn back at the base.. or with the last remaining member of your squad. Who's the guy firing the mortars BACK AT THE BASE! :/
 
Just a quick war story from my awesome sessions last night.

Oasis is a wonderful map and is really the reason why I think BC is such a fantastic game. Ascension has its moments but there's a lot of close to midrange infantry combat so it tends to focus the action on elements of BC that don't stand up as well to COD4.

One thing I hate about spawning as a Defender on Oasis is the fact that you immediately start getting shelled by the n00b cannon about 25 seconds into the start of the round. So last night, I decided to take the fucker out because he was pissing me off.

I choose sniper and run along the river bank towards the attacker's base, sometimes diving into the water to avoid detection. With helicopters flying overhead and a constant stream of armor rolling on the main road above me to my right, I make sure to take pause in bushes for stealth.

When I get to their base, it is as I expected. The lone guy with a huge grin sitting on the howitzer firing to his heart's content. Once in a while, I'd see a base spawn but they almost always grab a vehicle and tear out again.

So I situate myself in a bush just outside their base (by their attack boats on the river) and pull out my laser designator. The shelling stopped because the guy noticed he was getting painted. He jumps out of the cannon and runs as far away as he could. Sure, it would have been nice to snipe him but I needed to take out the hardware first and I'd lose the laser designator progress bar. So I let him take shelter in a nearby command tower and summoned Black Eagle for the bombing run.

Overhead, I hear a distant but welcomed roar of air support and suddenly I'm looking through the eyes of a 100lbs. bomb falling towards earth. It's an easy shot because the cannon is stationary, and as I guide the bomb towards the mark, I entertain thoughts of maybe dropping it on the lookout tower the guy is hiding in (he shows up as a red dot on my overhead map in bomb view). Anyway, with eyes on the prize, the howitzer goes kaboom.

As soon as I'm back in my own body, I quick duck out of sight for a while and slide down towards the water. I'm positive the guy is now scanning the horizon for a sniper. I wait a few seconds and pop my head back up. I notice he's still chilling in a tower, while several more guys have spawned back at base. They see that they've lost artillery support and there aren't any vehicles around so they wait for a respawn.

Now's my chance to do some sniping so I whip out the .50 cal. I know that I need to score 1-hit kills or else I'm dead. There aren't that many places to hide and if they come bearing down on me, my little 6-round revolver ain't gonna do it. First I take out the guy in the tower. Luckily, he didn't see me so I never show up on their radar as an orange dot. The rest of their guys get tired of waiting so they take off again in respawned vehicles.

I wait there and take out the artillery a couple more times. Both cases the gunner never even left the seat as the bomb found its way to glory. We ended up winning the round. I'd like to think it was because we were able to wear down the Attacker's reinforcement bar in the initial stages by putting a stop to the artillery support. :)
 
Sounds like a fun round! Overt the past two days, I have fallen in love with this beta. I'm having a lot of fun healing people, fixing tanks, and planting C4 on gold crates. With minor tweaks that have already been discussed, plus a good group of teammates to play with, I can already see that this game will take up most of my 360 time.

edit: I've also been thinking about the bullet damage gripe many have, and I really think they may break a key element of the game if they up the damage. Without the ability to revive teammates (a la shock paddles), they will probably break the medic component of the game if they make the guns too powerful. That would really bum me out, so I hope they explore people's gun concerns carefully. Unless of course they brought back the ability to revive people. :D
 
bigsnack said:
Sounds like a fun round! Overt the past two days, I have fallen in love with this beta. I'm having a lot of fun healing people, fixing tanks, and planting C4 on gold crates. With minor tweaks that have already been discussed, plus a good group of teammates to play with, I can already see that this game will take up most of my 360 time.

edit: I've also been thinking about the bullet damage gripe many have, and I really think they may break a key element of the game if they up the damage. Without the ability to revive teammates (a la shock paddles), they will probably break the medic component of the game if they make the guns too powerful. That would really bum me out, so I hope they explore people's gun concerns carefully. Unless of course they brought back the ability to revive people. :D

All I want is for the sniper rifle to be able to consistently get 1-hit kills if you hit them in the body (and not a limb). Sniping is hard enough in this game at long distance (due to bullet travel time so you have to lead moving targets), but it's just insult upon injury if you line up the perfect shot and the other guy doesn't die. In fact, he kills you from a mile away with an assault rifle.
 
chespace said:
Now's my chance to do some sniping so I whip out the .50 cal. I know that I need to score 1-hit kills or else I'm dead. There aren't that many places to hide and if they come bearing down on me, my little 6-round revolver ain't gonna do it. First I take out the guy in the tower. Luckily, he didn't see me so I never show up on their radar as an orange dot. The rest of their guys get tired of waiting so they take off again in respawned vehicles.
FYI, that revolver is a lot more powerful than it appears. I've gotten a triple kill on the enemy with it before.
 
chespace said:
Just a quick war story from my awesome sessions last night.

Oasis is a wonderful map and is really the reason why I think BC is such a fantastic game. Ascension has its moments but there's a lot of close to midrange infantry combat so it tends to focus the action on elements of BC that don't stand up as well to COD4.

One thing I hate about spawning as a Defender on Oasis is the fact that you immediately start getting shelled by the n00b cannon about 25 seconds into the start of the round. So last night, I decided to take the fucker out because he was pissing me off.
I played a game with a sniper that was just as pissed off about this, but his solution was to hope into a tank and shoot the shit out of their base. I hitched a ride for most of the way, then took place on a high ridge with the rocket launcher, blowing up their tanks as they spawned. Worked out pretty well until out other six teammates didn't both to do jack and we lost the crates.
 
I'm definitely diggin the game, but I feel like DICE left out a few small things that could have gone a long way.


* Can't go prone
* No parachute
* Reload is waaaay too slow for the pump-action shotgun
* No kill-cam
* No indicator to let you know if you're hitting an enemy
* The indicator that tells where you're getting hit from is wildly inaccurate


Luckily a few of those things can be easily tweaked. Adding the prone or parachute features, however, likely won't happen. :(
 
Immortal_Daemon said:
I'm definitely diggin the game, but I feel like DICE left out a few small things that could have gone a long way.


* Can't go prone
* No parachute
* Reload is waaaay too slow for the pump-action shotgun
* No kill-cam
* No indicator to let you know if you're hitting an enemy
* The indicator that tells where you're getting hit from is wildly inaccurate


Luckily a few of those things can be easily tweaked. Adding the prone or parachute features, however, likely won't happen. :(
Parachute isn't going to happen, at all. They already confirmed that it was done that way on purpose. Something about the the Defenders already having to worry about the enemy coming from any direction. Giving people the ability to drop in from above wouldn't be that fair.

-Parachute: Addressed.
-Shotgun: Buy the SPAS and love it.
-Kill Cam: It'd make all the sneaking around that people enjoy, especially sneaking to the Attackers base and taking people out, useless. Particularly any sniper usage.
-Enemy hit indicator: Wrong. Red circle pops up in the middle of your crosshair when you hit them.
-Your hit indicator: Not in my experience. Perhaps you were hit from more that one direction?

:lol Prone is the only thing I agree with you about.
 
Immortal_Daemon said:
I'm definitely diggin the game, but I feel like DICE left out a few small things that could have gone a long way.


* Can't go prone
* No parachute
* Reload is waaaay too slow for the pump-action shotgun
* No kill-cam
* No indicator to let you know if you're hitting an enemy
* The indicator that tells where you're getting hit from is wildly inaccurate


Luckily a few of those things can be easily tweaked. Adding the prone or parachute features, however, likely won't happen. :(


* Can't go prone Agreed, another stupid decision that had to made because of the Messy engine and it's casual oriented audience
* No parachute Agreed, screw that "wont be fair" bit. There aren't AC 130s flying around like in Desert Combat. All they would have to worry about is two skanky ass people making a very obvious point of entry. Assuming! people can't respawn into the heli...if so, shut that shit off.
* Reload is waaaay too slow for the pump-action shotgun Agreed, but meh, i spose thats why it's the starter gun
* No kill-cam Meh, it's an ok feature but not at all required by every studio to do in their game
* No indicator to let you know if you're hitting an enemy There is an indicator, but it's small, easy to miss, and sometimes late as fuck to the party. It's a problem with alot of games these days. You got these big weapons that take up the whole damn screen with muzzle fire that boarders on ridiculous. So you can't see jack shit and alot of information isn't getting back to the player efficiently
* The indicator that tells where you're getting hit from is wildly inaccurate aren't they all? aren't they all? lol. I tend to use radar since every damn game has it now
 
Kill cam doesn't need to be in every game. While I like it, I mainly use it as a means of detecting lag, it's great for that. Add a ping to the scoreboard and it'll be fine without it.

I really hope they allow you to make squads in the full release. It's cool how they have that interaction between the tracer gun, and the demolitionist class, but I need to know there is someone in my squad who is going to blow stuff up if I'm going to bother tagging stuff.

I'll be so happy once we get a full explanation on how everything works. I've been wondering if the silencer on the specialist class actually makes any difference in regards to getting spotted.

Someone else also mentioned that the weak guns may be the result of trying to make the healing more important, and that's a good point. I'm not sure if everything needs to be made stronger, but some tweaking needs to be made. I've been gun downed by pistols and semi auto snipers while I've been drilling them with with assault rifle rounds from close range, and I fired first. I personally think the assault rifle should win that fight.
 
^^

The guns definitely need to be tweaked in this game. While defending on Ascension I was able to drop someone from a distance of 30 feet or so with 2 shots from the SPAS - all the while I was being shot by the same guy with an AR.
 
I finally got to sit down with the beta for a little while, and a lot is forgiven when you see a huge battle going on and the entire town falling down to pieces. It's pretty amazing. It takes a new state of mind to play this game. After being so used to going through doors and finding angles you really need to train yourself to create your own shots basically.

The freezing thing is odd, both games I played my team won and then the game instantly froze.

I find it kind of hard to tell when I'm taking damage and how much damage I've taken. I seem to randomly die, and since there is no kill cam it's a weird combination of not knowing when I'm in danger and not knowing how I died after I died. The default machine gun is surprisingly underpowered or unbalanced.

The controls are kind of odd. One disconnect for me was hitting LB to switch to grenades, and then hitting a completely different button to throw a grenade. I found that kind of strange.

All in all, I know it's a beta so it isn't really meant to spoon feed you. But I found myself confused a lot of the time. It was still really fun to play, which is a good thing. It seems like the biggest thing working against Bad Company right now is that it's not Call of Duty.
 
So the Beta is nearly over, and I know a number of people were unfortunately turned off by it, but I for one am still super pumped about this game.

The reason for bumping is that it looks as though DICE has decided to include Conquest mode due to popular demand! That appeared to be a game breaker for some, so I thought I would share the news. I personally liked the change of pace, but now everyone gets what they want.

http://badcompany.ea.com/news/entryid/22811/
 
bigsnack said:
So the Beta is nearly over, and I know a number of people were unfortunately turned off by it, but I for one am still super pumped about this game.

The reason for bumping is that it looks as though DICE has decided to include Conquest mode due to popular demand! That appeared to be a game breaker for some, so I thought I would share the news. I personally liked the change of pace, but now everyone gets what they want.

http://badcompany.ea.com/news/entryid/22811/

Hotter than hades. Love this game. Smooch smooch.

June is going to be a good month. I hope.
 
chespace said:
Hotter than hades. Love this game. Smooch smooch.

June is going to be a good month. I hope.

Maybe we should add eachother when the game comes out, seeing as though we are some of the few that actually enjoyed this beta :)
 
Hunter D said:
Still won't save this game. Unless they tweak it the full release of this game will be mediocre.

They've already said they're going to tweak the shit out of this game based on feedback gathered during the beta (bullet damage, fall damage, running, etc.) -- what more do you want them to do, go and develop COD6?

Yes bigsnack, let's play!
 
chespace said:
They've already said they're going to tweak the shit out of this game based on feedback gathered during the beta (bullet damage, fall damage, running, etc.) -- what more do you want them to do, go and develop COD6?

Yes bigsnack, let's play!

Sadly, I think that CoD has tainted the military FPS waters for good. Granted CoD4 is an amazing game with a terrific feel, but Battlefield has always been more my style and this game still feels like a battlefield game for me. Let's definitely game it up Chespace! I wonder how they are going to work out the Conquest? I'm sure they will simply section off maps that they have already made and change how the vehicles spawn or something...
 
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