OP vehicles was one of the many criticisms in
our massive Battlefield 2042 review, where we felt that playing as infantry took a back seat to vehicles. Namely, the hovercraft parade the game was at launch. With the final patch for the year rolling out,
DICE is getting a few more changes in before the new year.
Here's the summary.
Improvements to bullets hit registration consistency.
Balance changes for bullet dispersion and recoil
Further balance changes to Ground Vehicle 30mm, 40mm, and 57mm Cannons to reduce their effectiveness against infantry
A fix for a rare bug where a player could appear invisible to enemies
Fixes for several bugs related to Grenades and Launchers
Improvements to the menu flow for Xbox players to make it easier to opt-out of Cross-Play
Multiple audio improvements to enhance your overall sound experience, focused on clarity, distance and directional perception
With DICE making updates and addressing feedback it sounds like the studio is looking to make significant balance changes and improvements before it rolls out Season One. In addition to Vehicles, the Prox Sensor gadget has also been nerfed with its distance dropped to 20m from 30m and uptime reduced to 14s from 30s -- a pretty major change.
Update 3.1 is rolling out tomorrow --
head here for the full patch notes.
Posted 02:02pm 09/12/21
This is why games with high time-to-kill (TTK) will always suffer these problems. You make fantasy, now you need to balance the fantasy.
Real life is simple. Get shot a few times, you're down. Get hit by a few rockets, your tank/vehicle blows up.
If devs kept it simple they wouldn't spend so much energy going back and forth on these mindless weapons: trying to make one long range but low rate of fire, make another one spam with low damage and fast reload time...just balancing fantasy stats, even when they have realistic/not-too-distant-future guns, ie guns that use Kinetic Energy projectiles as the method of hurting the person or vehicle.
Instead DICE and many other devs like to skirt reality with their aesthetic choices, but then they choose high TTK with their mechanics to give the player a bit of leniency and to help create big moments with action where a grenade at your feet can do 80% dmg, rather than the expected 100%+.
And when they then add vehicles into the mix, their game just implodes. Now they have a tank that is nerfed against infantry, so it's cannons become peashooters. Reality goes out the window.
But why? Why isn't the AT rocket strong enough to destroy the tank? Well the rockets are strong enough. But like in reality, it requires teamwork. Not just 1 AT person, but a few working together to take down vehicles.
So the problem really isn't TTK or weapon strength for vehicle vs infantry, it's that the modern gamer is a KDR-obsessed stooge who gets more points spamming against infantry, compared to blowing up an area-controlling tank which might take a big of cat-and-mouse movement, a bit of skill and a lot of teamwork.
For me, leave it as it is. If a team disregards the enemy tank and gets munched, that's sort of how it should be!
Balance it with vehicle respawn times, that's an easy and logical method. It forces the tank/vehicle driver to actually feel the consequence of chasing KD cheesekills, without protecting or looking after the vehicle.
But going back to the old method of nerfing and buffing weaponry...a mindless balancing act.