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Why didn't BF: Bad Company Multiplayer make a bigger splash?

i hate bees said:
Class based gameplay predates BF by a long way.

Yeah, that goes WAY back. First I can remember is maybe Tribes as far as an FPS but I'm sure it goes back farther.

Edit: Actually now that I'm looking at the info I guess Team Fortress predates Tribes.
 
Well, I can only tell you the problems I had with it.

Spotting mechanic was broken. Having your location pop up on your enemies HUD is insane. It marginalizes so many play styles. How hilarious is it when some tank drops smoke when it gets shot, considering you can still see EXACTLY where it is? This generally punished anyone who plays in an aggressive manner.

No team voice chat. This is obvious, team game, communication important. Sometimes you need to talk to people outside yer squad. Results in annoying team players

No designated squad leader. Being able to plan around one person being the spawn point is nice. Also prevents the sniper who is miles away from anything important from becoming squad leader. Results in annoying team players

Attacking/Defending in Gold Rush totally unbalanced given equal skill/strategy in players. Makes people prone to quitting/not caring when on the wrong side of the match. I suppose one could say some maps are unbalanced, but it's the same result regardless.

No lag indicator. This discourages people with shitty connections, since they need to be able to find a game where they can fight.

Draw time when finishing running was extremely long. Again punishes aggressive people that push action.

Laser designator was probably a little too much. Marginalized vehicle combat.

Conquest matches were very short, very strange given how long some Gold Rush rounds could take.

Odd weapon balance choices. Giving weapons huge clip sizes, with really low bullet damage is strange... I suppose not inherently wrong.... certainly odd for a Battlefield game.... Well I feel it was a negative, especially given the spotting mechanic.


I did like some things about the game, like the explosions and destruction. It was nifty how one generally tried to plant a charge on a crate to begin with, but as things got blown up, people would just try and blow the crate from afar.
 
PedroLumpy said:
Odd weapon balance choices. Giving weapons huge clip sizes, with really low bullet damage is strange... I suppose not inherently wrong.... certainly odd for a Battlefield game.... Well I feel it was a negative, especially given the spotting mechanic.

Yeah, I always play engineer in these types of games and it really upset me that engi didn't have a pistol. That meant that my engineer had no options (even a poor one) versus even medium range enemies and definitely not long range. You could try a rocket but only a direct hit would really do anything.

Also, maybe this was just a lack of knowing where to hit tanks but it took like 3-4 rockets to kill a tank. I mean what the fuck? This was including hitting them in the treads from behind where most tank weak spots are in this type of game.
 
raYne said:
:lol You win. Hopscotch > *

opz2go.jpg
 
Aselith said:
Also, maybe this was just a lack of knowing where to hit tanks but it took like 3-4 rockets to kill a tank. I mean what the fuck? This was including hitting them in the treads from behind where most tank weak spots are in this type of game.

When I first started BF2, I had the same thought on anti-tank rockets. But as I played more I came around, and felt the balance was good between tanks and rockets. 2 rockets to kill a tank would make tanks useless. I know it sounds patronizing, but I think you'd probably come around eventually once you played enough. Tanks have to be somewhat tough to kill.
 
PedroLumpy said:
When I first started BF2, I had the same thought on anti-tank rockets. But as I played more I came around, and felt the balance was good between tanks and rockets. 2 rockets to kill a tank would make tanks useless. I know it sounds patronizing, but I think you'd probably come around eventually once you played enough. Tanks have to be somewhat tough to kill.

Yes, but if you hit a tank in the back and in the treads in BF2, you can take it out in 1-2 hits. I'm saying vehicles should have positional weaknesses which is why I said it may be that I just don't know where to hit it. Frankly, I'd be happy with vehicles taking more rockets in BC IF it meant that they got this positional weakness where you can take them out in 1-2. That's skills based gameplay because the weakness isn't broadcast to you. It's just there.
 
Aselith said:
Yes, but if you hit a tank in the back and in the treads in BF2, you can take it out in 1-2 hits. I'm saying vehicles should have positional weaknesses which is why I said it may be that I just don't know where to hit it.

Fair enough, I don't know the positional breakdowns on damage myself.

That's another thing that bugged me. In BF2, I could go into empty servers and practise flying, compare weapons etc. Not so in BF:BC
 
PedroLumpy said:
Fair enough, I don't know the positional breakdowns on damage myself.

That's another thing that bugged me. In BF2, I could go into empty servers and practise flying, compare weapons etc. Not so in BF:BC

I dunno if you still play BF2 but here's some info on that next time you play engi.

http://wiki.bf2s.com/classes/battlefield-2/anti-tank

"Now for the tactical launching of rockets. Against APCs your rockets do the same damage all round, even on the underside and the tires; 45%. However on tanks, the story is entirely different. The personal rocket does the most damage when aimed at the tracks. This deals a whopping 50 percent of damage. While this may not seem a lot, the rocket does around 25-35% on the other locations. Runner up is the underside of the gun barrel which does 46 percent, and the rest are all relatively low. Keep this in mind and conserve your rockets next time. When against the weak mobile anti-aircraft, the rocket does an equal amount of damage like the APCs; 45% once again. Same goes for attack choppers."
 
Unbalanced classes, essentially no medic class and no way to revive people.
Camera was way to close, gave me a lot of motion sickness.
Needs more maps that they could really just take out of the single player which is pretty good.
More modes.
Fix the fucking voice chat already on the PS3 side.

It's a great game with rather nice view distance since you can easily hide in the bushes and not be detected. I still have the game and I love it, but it's rather limited. Killing choppers with a machine gun to me was unreasonable.
 
Defuser said:
Because it isn't COD4.
Exactly. The weapons and shooting mechanics are fucking terrible. I hated having to put ~10-15 bullets into someone to down them.

I'm used to games like SOCOM 1 and COD4 Hardcore now where it takes a few shots to kill someone. If you can't nail that, you fail automatically as a MP FPS game for me.
 
soultron said:
Exactly. The weapons and shooting mechanics are fucking terrible. I hated having to put ~10-15 bullets into someone to down them.

I'm used to games like SOCOM 1 and COD4 Hardcore now where it takes a few shots to kill someone. If you can't nail that, you fail automatically as a MP FPS game for me.
try aiming
 
Lkr said:
I bought it on PS3 instead of 360 was my largest mistake with this game. The mics on the PS3 never worked, thus making the game pointless.
This is indeed a major issue and one that was not addressed with the Trophies patch. I wish I would have bought the game on the 360 as well.
 
The destructible environments were something I hope become a standard in all shooters. That shit was incredibly cool and changes the very nature of combat. I hope every game eventually rips that off including COD 5.
 
The Faceless Master said:
try aiming
In a game that requires nearly half of your 50-bullet clip to down someone, aiming really doesn't help. The shooting mechanics/ballistics/whatever were really the only bad part of the game, which unfortunately was a deal breaker for me.

COD4, IMO, is the watermark for "military-themed" console MP FPS games now, and the only game that has matched that thus far has been COD5, ironically enough. (Same game hawhaw.) And the only reason for this, like I've already mentioned, is because the shooting itself feels right.
 
Might be down to the low modes count. Many gamers probably came in, saw the one mode and said COD has more than this it must be better. Personally I really dont like the gold mode that they had at the start but love the one that was added for free a few months ago. I wont say its better than COD4 but it does for me atleast feel different enough in the playstyle for me to get fun and unique enjoyment from them.
 
I only played this game online a few times when it came out, so what I am going to complain about might not be 100% true, but anyway:

I wasn't able to find a local Aussie game (have the same problem with CoD4 a lot too), so lag was shit house.

Not being able to create, invite and change squads was a shitty idea. Only being able to chat to people in your squad made this even worse.

Not being able to press a button to spot was a shitty idea.

Controls seemed poor in comparison to CoD4 also. Was the FOV smaller too maybe?
 
JB1981 said:
This is indeed a major issue and one that was not addressed with the Trophies patch. I wish I would have bought the game on the 360 as well.
trade it in and you will at least have one person on X360 that will play with ya
 
No Means Nomad said:
I'm trying but some asshole put my PC franchise exclusively on consoles.
i wish they put it on PC too, not because i'd play it, but because other people deserve to play it too. especially considering the history of the series.

soultron said:
In a game that requires nearly half of your 50-bullet clip to down someone, aiming really doesn't help. The shooting mechanics/ballistics/whatever were really the only bad part of the game, which unfortunately was a deal breaker for me.

COD4, IMO, is the watermark for "military-themed" console MP FPS games now, and the only game that has matched that thus far has been COD5, ironically enough. (Same game hawhaw.) And the only reason for this, like I've already mentioned, is because the shooting itself feels right.
well, i can only assume that you have problems with aiming, since i don't seem to have the same problem with bullets taking a long time to take down opponents. actually, it seems that my opponents also have no problems returning the favor. i can only assume that your bullets aren't actually hitting the target.
 
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