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Old 08-07-2007, 11:31 PM   #51 (permalink)
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i do agree with u elven archer i am a sniper 2 but the zeller is fantastic only sniper i can use- but yea we have 2 support giving bonus and no half decent side arm its the same crappy pistol, blalalahe eu pistol suks- i think the snipers r fine thou the zeller is great iv racked up bout 14000 kills with the thing
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Old 08-07-2007, 11:31 PM   #52 (permalink)
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i do agree with u elven archer i am a sniper 2 but the zeller is fantastic only sniper i can use- but yea we have 2 support giving bonus and no half decent side arm its the same crappy pistol, blalalahe eu pistol suks- i think the snipers r fine thou the zeller is great iv racked up bout 14000 kills with the thing
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Old 08-07-2007, 11:33 PM   #53 (permalink)
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soz double post
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Old 13-07-2007, 01:59 PM   #54 (permalink)
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The CLARK 12-RDX timed explosive unlock is completely useless. Many times I have tried to kill someone with this and it is totally hopeless. Twice I have had infamtry just stand on top while it explodes and they survive.

What is the point in including useless unlocks in the game if they don't work how they should do????

Please FIX this!
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Old 13-07-2007, 02:40 PM   #55 (permalink)
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Quote:
Originally Posted by BossFI
The CLARK 12-RDX timed explosive unlock is completely useless. Many times I have tried to kill someone with this and it is totally hopeless. Twice I have had infamtry just stand on top while it explodes and they survive.

What is the point in including useless unlocks in the game if they don't work how they should do????

Please FIX this!
It does seem to be pretty bad. But it's got a definite boost now that it can destroy other nearby explosives.
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Old 13-07-2007, 03:50 PM   #56 (permalink)
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Quote:
Originally Posted by Church1018
Quote:
Originally Posted by BossFI
The CLARK 12-RDX timed explosive unlock is completely useless. Many times I have tried to kill someone with this and it is totally hopeless. Twice I have had infamtry just stand on top while it explodes and they survive.

What is the point in including useless unlocks in the game if they don't work how they should do????

Please FIX this!
It does seem to be pretty bad. But it's got a definite boost now that it can destroy other nearby explosives.
I only wanna kill people with it! LOL
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Old 13-07-2007, 07:20 PM   #57 (permalink)
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Originally Posted by ElvenArcher4000
This post is so going to get a lot of flak from people who never play Recon properly, or 1337 idiots with aimbots and wallhacks. But hey, that is just them in their blindness and stupidity. Besides, I will not watch the replies to my post.
You mean people who just want to sit and snipe all day long instead of teamwork? I get you. Oh, and the Lambert is just fine...
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Old 13-07-2007, 08:36 PM   #58 (permalink)
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Recon was my first class, and to be honest, I found the base sniper rifles to be the most deadly weapons in the game. The zeller could use an increase, it's true, but ammo capacity? The base rifles have, what, thirty bullets? Thirty-five? That's more than enough. Damage is perfectly good; reminds me of the UT sniper rifles, and anybody who's played the game knows what I mean by *that*...

Can't say I've tried the stabilizer, myself. Never saw that much point in it.

From the way you're speaking, however, you seem to want to make the recon class more deadly than all the others combined. A single sniper should *not* be able to take out a whole squad from the comfort of a distant tower, no matter how much anyone wants it. The class is for supporting a squad from range, by picking off that hard-to-reach support guy, demopacking the walker that has them pinned down, destroying the titan consoles after they've cleared a path, spotting enemies sneaking up on a silo, etc. Not a super-powered lone wolf.

And all this can easily be accomplished, even without the constant demopack-throwers and APM spamming that seems to go on.

Recon is fine for its job. Actually, most of the classes are, which is a little disconcerting. This time, EA might have got something to do with balance...right.
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Old 14-07-2007, 12:34 PM   #59 (permalink)
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1 - do not allow people to score points or promotions on any "special" servers (like gun and knife only, knife only) more than once as a practice run (*Which they could do in single player anyway*)

2 - fix the LMG and HMG fire - they have bipods and are super high tech and still have terrible recoil / sight wander / spread of fire. Also, I strongly suspect they do near zero damage at shorter ranges which is totally wrong. EA made a HUGE error with giving the Ammo Box to the LMG carrier. The PROPER way to limit / balance the MG is to have it Run Out of Ammo, not overhead in 5 seconds and have crappy accuracy. That way any LMG user would HAVE to have an ammo guy with him. Like in real life ...

3 - snipers, get a life. All of you. Snipers HAVE to travel in pairs in real life, spotter and sniper. This is a team-play game, get with the programme and stop whining about your guns you wimps.

4 - Engineer - poor saps. That AA missile is useless. Come on EA, fix it and help stop the total domination of all titan maps by the Gunships.

5 - Titan AA guns - lalala is with their stupid directions of fire? Are titan designers the biggest spakheads in the history of military design>????? lalala they should be able to sweep their own decks and anyone with HALF A BRAIN would have put one under the titan to defend from gunships hovering underneath. Sheesh. In fact the titans are clearly designed by a 3 year old idiot all round. No defence on top deck, no access to top deck except by pod, no defence on rear deck, no defence underneath, corridoors with holes in? Shhhhhhhhhhhheeeeeeeeeeeeeeeeeeeesh. TOTAL REDESIGN NEEDED ON TITANS is the summary
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Old 16-07-2007, 07:08 PM   #60 (permalink)
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i agree with the changes being made to the air drop pin its impossible to get now i got all the pins except for that one and the pins are suppose to be the easiest awards to get plz make some changes would be much appreciated
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Old 16-07-2007, 07:25 PM   #61 (permalink)
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Maybe this isnt a balance thing but a good fix for a future patch would be ,
When you drop into the top deck of a titan u get a 2 second pause before your weapon will fire and while the 2 seconds pass the titan defender sat there camping gets to empty a full clip into you.

So yes kind of a balance thing , they can shoot me but not vice verser
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Old 18-07-2007, 10:29 AM   #62 (permalink)
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1)
I think that the RDX shotgun must be made more powerful, ( As people are moving around it’s hard to hit them the right amount of times to kill them, they see the RDX land near them and run, the user should be able to set the time for it to explode. Also after running and stopping the shots go every where, once I shot and it went the left so much it went into my own team.
2)
Also the transport ship need flares to shop getting shot down so fast with the never missing gunship ammo.
3)
ok can or can’t you shot through fences it’s just to random for my liking.
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Old 27-07-2007, 08:55 PM   #63 (permalink)
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unfare advantage for pac troops! they can board EU titan whistle the shield is on! i found it today while playing against KAIN! pac can stay on th bits where the AA guns are! unfair!
EU gunship seems more agile and faster. PAC fell slower and more stable wich makes it easy target for EU's agile gunship!
Also voss LAR is overpowerd! you can take down way too many poeple wile with baur you dont kill any.
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Old 28-07-2007, 10:53 PM   #64 (permalink)
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have to agree - the Voss is able to single shot kill with incredible ease at anything under 20m, nothing (and I mean nothing) is as powerful

it sux - since an LMG at 10m should spread you all over the walls, but, oddly, is UTTERLY USELESS!!!!!
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Old 02-08-2007, 08:40 PM   #65 (permalink)
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i also found it strange that the Shuiko LMG is the most accurate and powerfull support gun! binachi and ganz arent as good! i jsut dont understand! baur is usless angainst anything scar is a bit better (yeah you think im stiupid but it is true i think that at least) then is Kyrlov some say it is the best but i dont like it anyways the Voss even thougth its LAR (ligth assault rifle) is better than Baur HAR (heavy assault rifle) baur has only 20 bullets in the mag even the basic pac weapon has 30! it is absolutly discreasfull! anywas the gunship thingi is annoying since i like being pac but i dont like getting own whilw owning in air lol did any one els seen that you can land of EU titan before the shield are down? well i did!
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Old 03-08-2007, 03:37 PM   #66 (permalink)
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K I got one, not so much a balance issue as a feature for air transport. How about an autopilot hover mode, so if your on your own you can hover above a target and switch to a gunner seat then back into flying again. This would also stop all those annoying n00bs who banzai themselves into enemy target without giving a bail out warning killing all those on board. Think of it as a high tech safety feaure for a high tech world.

good idea?
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Old 03-08-2007, 05:24 PM   #67 (permalink)
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Default Zeller-H way unpowered

The Zeller-H is a piece of lalalala. the only positive thing is that it can detonate explosives.(yeah and maybe a bit more damage, which is utterly useful if you don't give them headshots)

The basic rifles are :
-more precise(Zeller-H, just doesn't hit as much as it's supposed to)
-reload faster(lalala, talking about improper gameplay balance)
-have a larger clip, per reload(seriously, another reason why it sucks, 3 bullets is not enough. not when combat is chaos, and people are rarely standing still)
-have a larger viewing range(the small viewing range is lalalala)
-don't have a lalalalaty red scope, which only blinds you

The Lambert
-It's like the voss, but without being overpowered. it's what the voss should have been
-It has a faster reload, but it could use an even faster reload to cope with the lack of power compared to the normal rifles


then, the sniper and recon class get's the least points of ALL classes.
It's seriously underpowered. I only get 25/45 points per round with sniper, while 80/120(on average) with every other class, while I can aim fine as casual gamer.

What could be done to improve the sniper
-the sniper should have either the stabilizer or the 4x scope as a default function. so it could use an extra unlock
-or the reload could be decreased, to let's say 1.020, instead of 1.1(something)
-or scope could be larger(or atleast the colour changed)
-the damage of the basic rifles should be slightly increased while the damage of the Zeller-H should be slightly decreased, in combination with one of the above suggestions.
-the Zeller-H could use a total of 25/30 bullets, of which 5 are in each clip.
-if the sniper would get overpowered due to the addition of 1 or more of the above suggestions, cut down the ability to destroy explosives.

For the other guns.
the Voss
-should be slightly stronger than the lambert.(but not by much, currently it kills with like 3 bullets(lalala)).
-the assault rocket addon thing, should decrease speed, and it should be less powerful.
-the Ganz, I hear is being properly tweaked next version, I like that
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Old 04-08-2007, 01:40 AM   #68 (permalink)
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I get the sense it might be a little late now but in any event, as a gunship pilot (and loving it) there's a few changes since 1.25 that have really changed how the gunship works.

Here are some interesting idiosyncrasies:
  1. A transport machine gun will tear a gunship apart in seconds but the gunship missiles will hardly ever take out a transport in a single 'discharge' of gunship missiles.
  2. Tank machine guns will tear through a gunship in seconds but a gunship missiles will hardly touch a tank, other than reduce it's armour.
  3. The PAC missiles don't lock on the EU Gunship but the EU's do on the PAC
  4. The EMP on the ground AA's will track a gunship for most of the map. If you are EMP'd by one (or from an APC) and so much as touch the ground you blow to bits.
  5. The SAAW will track a gunship and take out 50% of it's armour from almost any place on the map, irrespective of wether or not the person firing the saaw 'guides' it. An often used tactic is to get out of a tank, shoot off the saaw magazine of two rounds, and immediately get back in the tank. In other words "set and forget".
  6. A gunship missile will not take out a troop unless it's a direct hit - no splash damage at all.
  7. The TV guided missiles are extremely difficult to guide when used in a stock standard mouse configuration. So much so, it renders them almost useless unless you config some kind of gaming mouse (eg the Logitech G5 / 7 series) or you jag a shot from in a 'direct line of sight' line up by the pilot
  8. The KDR for a good pilot is generally bad as he/she should be flying for their gunner.
  9. Conversely, the Gunner's KDR is generally excellent with a good pilot
  10. The so called Gunship Stats don't reflect the true picture of a pilot's ability - rather they reflect the ability of a gunner who has a good (and in the stats themselves unknown) pilot. Unlike a tank or other vehicle where the stats relate directly to the person in it.

In general, gunshipping well is a hell of a lot harder since the patch and requires great skill to survive for any length of time. It is up against weaponry that since the patch, overcompensates for the gunships ability.

I appreciate Tanks and other ground vehicles have their own "banes" as well, but they are comparatively minor.

Am I complaining or cranky? Not really, the above are simple facts not suppositions on my part. But yep, Gunshipping well is the hardest of all the vehicles without question and the game's been 'tilted' towards not making effective use of it - an over compensation it seems for the overwhelming power of the aircraft in BF2.
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Old 11-08-2007, 10:57 PM   #69 (permalink)
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Well this is rather a 'balance' against nade and RDX spammers..

On the titan assault i feel there should be an 'alternative' way to enter consoles one and two.. Through the roof vents. Nothing that will make it EXTREMELY easy, but another place to watch. A place that cant get nade spammed.. Something in the roof vents you have to crawl through and you will drop into the console corridor (Relatively close, or it would be useless!)
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Old 12-08-2007, 05:42 PM   #70 (permalink)
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Please put a stop to bunny-jumping.

I can even tell you how - make any jump suck 50% of the sprint meter, and as soon as the sprint meter hits 10% or under make jumps go one tenth as high as a normal jump (and keep taking power out of the sprint meter, of course, so only stopping the jumping will allow the sprint meter to recharge.)

That way a jump over a fence or something will still be easily possible, but going boinging about like a kangaroo is impossible.

I was in a fight where I was shooting at a guy at fairly close range and he was bouncing around like a nut. Finally in sheer frustration I drew the knife and carved him up like a roast... but other games have made prolonged jumping impossible through a fatigue mechanism, it can't be that hard to do in this game either. That way people will do the sane thing - drop prone or kneel, not bounce around like a lalalalalalala.

Re Titan assault: I don't think it's too hard now. It's hard for one guy, or two guys, but if there are 10 guys and they are all spamming in grenades into corridor 1 or 2, pretty soon a rush will be all too possible and mighty hard to stop. Doesn't need fixing, IMHO.
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Old 14-08-2007, 09:21 PM   #71 (permalink)
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Weapon improvements
-----------------------

Ganz HMG:
----------
1.) The Iron sight on the Ganz needs to be improved, its too cluttered and hard to track enemy’s, also did you not consider that some people my have vision issues with the colour BLUE, please give people the option to change the colour or remove the blue tint.
2.) it seems like it does more damage over range, this should not really be the case. I have put 20 or so rounds into people up close and they have had time to turn and kill me with one burst from a Voss or Lambert which are meant to be the weaker guns.

Engineer Sub Machine guns:
--------------------------
It would be nice if they had a semi auto option like the main rifles for mid to long range combat.

Shotgun:
--------
Could this be made semi auto or maybe have a full auto option, it only has 7 shots and is weak at mid to long range so I don’t see why this would cause an issue.

Also it would be nice if you could zoom in like all the other weapons

the recoil is wrong, it would be better if it went up and then down again rather than just up, it feels wrong.

Baur H:
------
this gun needs to be increased either in power or clip size, the Voss beats it on nearly every level even at range. Maybe lower its rate of fire but up its damage that would be a fair trade off.

Pilum AVR:
-----------

Please can this be made to fire where you aim it, it has a slow bullet which is bad enough so why does it have to fire anywhere but the spot your aiming at!


Vehicle Improvements
----------------------

Tanks:
-----
When zoomed would it be possible to have a range reading in meters like the rifle scopes get.

Troop Transport Aircraft:
--------------------------
The guns on the PAC ships fire exploding ammo which is far more powerful than the EU ships, they even cause splash damage, this is ridiculously unbalanced and should be resolved.


Anyway rant over! the game is ace but with some of these tweaks it would be spot on

Regards

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Old 22-08-2007, 08:57 PM   #72 (permalink)
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Ganz is fine at any range. The thing to keep in mind is that you have to be stationary, again regardless of range. When moving, it'd highly inaccurate, which is just fine. I agree the zoomed in sights on it stink, but accuracy and lethality is great at any range IMHO.

Disagree on engineer gun too. It's a short-range weapon. Fine as is.

Shotgun is semiauto. Unless you mean the shotgun attachment, which is another issue altogether.

Baur is a sick joke, agreed. It is pretty good when used as a sniper type weapon however, single shot only. Then if you aim well it is lethal. In full auto it's garbage - small clip, massive recoil and sprays bullets everywhere.

Disagree on the Pilum. Works fine as is. With pin-point precision it would become an unstoppable sniperlike gun....

Hmm, as for air transport guns - one side has more power per shot, the other spews out many times more rounds per second. I think it seems pretty balanced...?

(just couldn't help commenting.)
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Old 28-08-2007, 10:12 PM   #73 (permalink)
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I've noticed MANY issues with this game. However, since I'm not the kinda guy who lives through his online alias I'll just condense it.

Voss
------
This gun is a serious problem in terms of balance. The Voss all out decimates the idea of balance. I can't begin to tell you how many times I've run up to the side of someone, crouched, scoped, and began unloading on them with my lambert (Which is also an issue, that I'll get to later) Only for them to run away, come back and lalalala out three or so bullets for an almost instant kill.

Lambert Carbine
-------------------
This weapon's pretty much a watered down Voss, and just plain isn't that great overall. I'd like to see either a 10-15 clip expansion. Or a slight increase in power. With the current Lambert I find that I have to unload an average of 15 (Half my clip) bullets into one target at close range to kill him...I find that utterly ridiculous.

Rifle Rockets
---------------
These things are nothing short of MONSTROUS. They take down any infantryman in their path, especially when three are fired in rapid succession. First and foremost, they do WAY too much damage in comparison to their splash radius. With these bad boys, you can fire three into the same area and instantly kill take out a squad alone. A weapon with such extreme power should NEVER have so much versatility. It can be used at pretty much any range, kill enemies behind cover, and it's fire rate is nowhere proportionate to it's utter killing power. If the fire rate, range, and airburst capabilities are kept the same. I feel that the power in relation to splash damage (Hell, I'll settle for power) should be taken down to that of slightly less than a regular grenade.

Zeller
-------
This rifle makes no sense. I understand that the narrow scope was a way to try to balance out it's killing power, by making it more difficult to keep track of your target. But when it's accompanied by the worst optic system since the Ganz, it's damn near impossible to get any real effectiveness out of it. The red color doesn't even help in the slightest like the Park does at times (Particular maps like Tunis and Gibralter) Those two maps make sniping with the zeller an incredible pain.

This isn't exactly a balance issue, but it's a major one among a lot of the players.

View distance
----------------
Compared to BF2, the view distance even at 100% is lalalala, and nothing short of just that. I doubt this will be fixed in a patch, but it's something to seriously consider if possible.
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Old 30-08-2007, 09:03 PM   #74 (permalink)
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Yes, I've double posted, oh noes. I have my reasons.
I'd like to get player's feedback on this idea as well.


Knife
-------
The ONLY problems I can see with this weapon is the fact that it takes so long to switch to (like every other weapon) makes it's intended purpose useless. The point of the knife isn't just to humiliate your enemy, it's to use at close range especially when you're out of ammo. The time it takes to whip it out makes that damn near impossible. I'd LOVE to see this changed. If the knife had an instant draw, I'm sure it would become more practical, for the most part, the knife is only good for cloakers who just want an instant/silent kill, even then, seeing as how the cloak deactivating makes a large click, they still have to take the time to switch to the knife, allowing the prey, lets say a sniper for example, time to run away. If the knife could be drawn instantly, it would give all players a reason to use it. Instead of it just being a useless slot in your inventory.
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Old 13-09-2007, 09:41 AM   #75 (permalink)
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Nade spamming and RDX spaming. Personally I don't mind the nade spamming concept, it only takes a slower grenade rearm time (while being resupplied with the support kit to balance out).

The RDX spamming really chaps my butt though. Right along side the bunny hopping (especially since both of these are done at the same time, making the sin triple fold).

Play any map (But for the most blatant example, use Gibraltar), and assault any titan with hopping stealthed RDX spammers, and you will win. Even vsersus grenade spamming troops, you will win it every time with only a minimum of one squad of RDX spamming foolios. If the other team has one also, then it's only a matter of who has the most, or beslalalaX spammers. Get a beacon in place and watch them go.
him will.

Quite frankly they stink up the game. But I don't blame them. They are gamers, doing what humans do naturally. Since I'm a late arrival to this game I may be late in observing something that's already been discussed?
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