Suggested Improvements from the BF3 Beta

RAINBoWToAST

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Jan 27, 2011
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This list has been constructed with the assumption that obvious bugs and glitches have been removed and therefore will not mention them

[Weapons]

Snipers:
*Make scope glint more subtle
*Sniper Rifles need to do more damage
*Scope glint only visible by those in the sniper's field of view
*Make the glint appear from the sniper's head/chest so that it's easier to shoot towards a glint and hit your target

PDW:
*Lower efficiency of all PDW's (damage, accuracy, and damage at range)

LMG:
*Higher damage

Assault Rifles:
*Fix laser dot location on some assault rifles (such as the M416)

Shotguns:
*Lower the efficiency of Slugs

Carbines:
*Pretty well balanced

[Equipment]

Flashlight:
*Better balanced in bright or outdoor environments
*Seperate turning on/off flashlights for pistols and Primary weapons (let us turn off the pisol light while the primary light is on)

Laser:
*Only show vision effect when laser is aimed at the face

Bipod:
*Deploy bipod keybinding

Grenade:
*Allow for choice between smoke and frag

Mobile Spawnpoint:
*Given to the squadleader and take from the recon class
*Allow for placement on uneven terrain

[Classes]

Support:
*Remove the ability to restock the EOD Bot and MAV unless in a territory currently held by your team (Flag in conquest and Spawn in rush)

Recon:
*Have enemies spotted by Recon stay spotted for longer



I'm looking for your insights before I post this on the Battlelog Forums. I am assuming equipment such as flashlights will not be removed from the final version of the game and therefore any posts requesting so will be ignored.

Edit #1:
Removed Flash Grenades
 
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Only thing that i don't like about it is flashbangs.... I come from CS so i have a strong hate for them. :) Everything else looks great though and I fully agree with.
 
the only really thing i have issue with is sniper rifle damage, it does plenty of dmg if not too much compared to old BF snipers. you also have to remember beta is all played on normal not HC and sniper rifles already one shot at a pretty big range which they shouldnt to be like other true BF games
 
Put in killstreaks.



Lol, I couldn't even type that with a straight face.
 
*Sniper Rifles need to do more damage

So make bolted rifles do one hit kills instead of two? I want to agree, but I have to disagree. The game might include an enhancement for individual rifles to increase damage to do a one hit kill.

*Scope glint only visible by those in the sniper's field of view

I thought that's how it was?

*Make the glint appear from the sniper's head/chest so that it's easier to shoot towards a glint and hit your target

But then that wouldn't be "realistic". That's why the shooter compensates by shooting to the left or right.

*Lower the efficiency of Slugs

I personally believe they are perfect where they are at. Slugs, at close range, can kill in one shot. Long range shooting can get modified, but you can be surprised how accurate slugs can get IRL.

*Seperate turning on/off flashlights for pistols and Primary weapons (let us turn off the pisol light while the primary light is on)

Clarify? Both tactical pistols and the primary flashlight attachements have the option to be turned off. Are you saying if one is holstered, have it appeared to be seen?

*Allow for choice between flash/ smoke/ and frag

Yes, yes, and yes.

*Deploy bipod keybinding

I wouldn't mind that option, but I kinda like the automatic turn on in essence.

*Given to the squadleader and take from the recon class
*Allow for placement on uneven terrain

I find mobile spawnpoints kinda...cheap. They are very effective, but then again I think they would be fine if we removed spawning on teammates. I have very mixed feelings about them.


Everything else seems pretty legit. One thing I might add is when an iron sight laser reticle is placed over fire/smoke, it disappears.
 
the only really thing i have issue with is sniper rifle damage, it does plenty of dmg if not too much compared to old BF snipers. you also have to remember beta is all played on normal not HC and sniper rifles already one shot at a pretty big range which they shouldnt to be like other true BF games

From what I've experienced in game the sniper rifles can do as little as 55% damage. In BF2 the sniper rifles would leave you with 2 bars of health. Even in normal mode a sniper rifle should constantly do 80%+ in damage. In HC mode snipers should pretty much all be a 1 shot kill but this list is only taking normal into consideration because that is the only game mode we've been allowed to test.

Clarify? Both tactical pistols and the primary flashlight attachements have the option to be turned off. Are you saying if one is holstered, have it appeared to be seen?

What I meant was to allow you to turn off your main weapon's flashlight while having your pistol's flashlight remain on. This would assist you in situations where you have a gun not suited for close quarters combat (such as an LMG or Sniper Rifle) which has a flashlight which you have turned off to remain undetected but have to switch to your pistol to quickly engage an enemy. It would allow you to use the flashlight while not having to enable it again.
 
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What I meant was to allow you to turn off your main weapon's flashlight while having your pistol's flashlight remain on. This would assist you in situations where you have a gun not suited for close quarters combat (such as an LMG or Sniper Rifle) which has a flashlight which you have turned off to remain undetected but have to switch to your pistol to quickly engage an enemy. It would allow you to use the flashlight while not having to enable it again.

Okay, I gotcha. That is a smart idea, and hopefully DICE does include that into the customization list. Knowing DICE though, they might consider it "too in-depth" for players to grasp or worry about.
 
I'm pretty cool with the way things are for the most part. These are the things that jump out at me:

I'm curious at what angles to the sniper the glint is actually visible because it seems to increase and decrease intensity as the sniper scans back and forth. I know it's not realistic but I think the intensity is good but decreasing the angles that the glint is projected would be helpful.

I'm all about different grenades, flash bangs would be awesome in the tunnels.

The only PDWs I have so far is the UMP and the PDW-R, the UMP could be nerfed a little at medium range but close in it is perfect. I've got a friend that carries a MP-5 at work and at close range there's apparently nothing that compares. Up close you should die to the UMP unless you're dead on and packing a lot of stopping power. The PDW-R is not nearly as good, partially because of the 20 round clip and it's got a lot of kick(compared to the UMP) so I think it is just fine.

Mobile spawns are fine how they are, just one thing I would change. They blow up when a pair of M-COMs are cleared, camping defenders can just drop a new one once the old one is blown up. They should be like ammo, max of one per recon (carried or deployed) as it is now, and only an ammo drop gets you a new one once the last one is taken out instead of a new one the moment your old one is discovered and blown up.

Flashlight, oh god the flashlight. Default off when you spawn, option of momentary or I/O, and the ability to teamkill those on my own team who sit and shine it in my face while I'm trying to cover the 2nd A M-COM.
 
The only real big thing I want changed is the killing efficiency of shotguns at 0-10ft to be 1 shot kills. I've played with all of them except the USAS and this has been a rage quit moments for many a time now.

Or make the killing efficiency higher for all guns and gadgets at 0-10ft.
 
I agree with your suggestions, the only thing I really have a problem with is the PDW damage and overall accuracy and long ranges. Also, they should probably make the holographic sight clearer. I don't know if it's just me, but I get a terrible glare from the holographic sight when I am in the subway tunnels.
 
The only real big thing I want changed is the killing efficiency of shotguns at 0-10ft to be 1 shot kills. I've played with all of them except the USAS and this has been a rage quit moments for many a time now.

Or make the killing efficiency higher for all guns and gadgets at 0-10ft.

Yea, I kinda have my share of rage moments when shotguns sometimes fail me at close range. But idn.
 
The 870 with slugs is a one shot at that range everytime I use it. After 826 kills with it, I have one shot plenty. But, it should also kill one shot w/ buck shot as well, which it doesn't.

They need to fix the drop with slugs and ALL sights. The IR site seems to have NO drop for me whereas the rifle scope is basically unusable.
 
The 870 with slugs is a one shot at that range everytime I use it. After 826 kills with it, I have one shot plenty. But, it should also kill one shot w/ buck shot as well, which it doesn't.

They need to fix the drop with slugs and ALL sights. The IR site seems to have NO drop for me whereas the rifle scope is basically unusable.

I think that is exactly why I would rage because of buckshot, which was supposed to be high in damage from the stated ranges to be a one shot scenario, and then any AOE around the blast.

I also find the acog scopes to be extremely jerky compared to more magnified scopes, like the 7x.
 
From what I've experienced in game the sniper rifles can do as little as 55% damage. In BF2 the sniper rifles would leave you with 2 bars of health. Even in normal mode a sniper rifle should constantly do 80%+ in damage. In HC mode snipers should pretty much all be a 1 shot kill but this list is only taking normal into consideration because that is the only game mode we've been allowed to test.

55% damage from a shot is probably a shot to the limbs which are supposed to do less, I don't want to get one shot from a shot to the leg that seems silly. This isnt CoD : /
 
I hope the shotguns don't get nerfed. I am primarily a shotgun user, and while I do change up my ammo types depending on what I'm doing, if I use a pump action with 00buck, I'm at a serious disadvantage up close if the damage does some weird dice roll on me.

If we meet and my one shell doesn't get you, I wont pump fast enough before you pelt me with your automatic weapon.

Slugs on the other hand, I can understand why people would be annoyed at them. They are very effective over a long range, but they aren't as useful up close unless you're always spot on with that single projectile. Isn't this similar to running around with a sniper rifle?
 

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