Drexion
Well-known member
BF3 is an amazing game and one of the best FPS games to be released in years. However the more I play it, the more I come across frustrating issues which many other FPS games don't suffer from. When it's going great it's awesome, but when it's going bad it's astoundingly frustrating. And sadly the latter happens more often than not, due to gameplay design by the developers of the game. Kind of sad the games with awesome visuals always have questionable gameplay design, why couldn't the CS games look like this. Unless you're playing one of the couple maps with ok-ish design, everything else just degenerates into either a meat grinder, 20+ people camping in bushes/rooftops/dark corners, or a combination of both. Funny, I watched PC Gamers praise this game and bash CoD games for a year, yet this game has 100 times the campers/hiding spots/noobtubes/frustration/poor map design than that of a CoD game.
Here's some things I would suggest:
(1) Maps need more walls
- The game needs more walls (or something which separates areas more frequently). FPS strategies revolve around walls, which segregate maps into areas which teams/squads base their strategies around. Since this game has no walls, and is just one huge sandbox, strategy goes out the window and it too often just degenerates into a meat grinder or camping fest. A side effect of this is the 'die instantly as you spawn' scenario, even if you spawn at one of your bases.
(2) Game design should favor aggressor, not camper
- Takes too long to (a) stop sprinting, (b) bring up your gun, (c) aim down sights, then (d) start shooting. With about a half a second for each of the above steps the camper automatically wins and the aggressor loses. This setup only encourages people to camp in some dark hole, rather than try to move towards the objective. A lot of players must think "Why bother when you're gonna die to a camper inevitably ?" The animations for all those things should be MUCH faster. CoD games even have ADS perks which speed up those animations.
(3) Anti Vehicle weapons should not work on infantry
- Talk about noob tube spam. 100 times as much as any CoD game I've ever played. Why ? For some reason the developers decided that anti vehicle weapons will 1 hit kill infantry units. So you now have a situation where people are equipping anti vehicle weapons such as RPGs but just spamming them against enemy infantry instead of focusing on vehicles like they should. Some maps are nothing but noob tube spam NON STOP in key areas of the map. After years of FPS players complaining about noob tubes, you would expect other PFS game designers to learn from the feedback.
(4) There should be no man made camping spots
- The game is a sandbox type game, which naturally means that there will be tons of camping spots all over. Ok fine, most players can look past that - so why the hell would the developers manually design even hundreds of more camping spots on top of that ? They scattered accessible ladders / rocks / rooftops / towers / platforms etc ALL over all the maps - now you don't even need to think about where good camping spots would be, the developers have made these hundreds of spots just for you. No need to think anymore, just go up the nearest ladder and camp to your heart's content.
(5) More basic transport (non aggressive) vehicles needed
- On the large size maps, there needs to be more basic non-armed transport vehicles, like some jeeps which at least spawn at the deployment points during the match. Too often you might be in a situation where your team has to spawn back at the deployment point but there are no vehicles or just one slow one. So now you need to trek back 500 meters to get to the closest capture point. The time lost results in too large a ticket loss punishment, the boon to the other team is too high.
(6) Bullet damage per distance penalty is too high for assault rifles
- Simple enough, it's quite annoying to put 15 bullets into someone at a distance and they not die, as the damage drop penalty is too high. They probably did this to balance sniper rifles, but nevertheless they should use different values for the assault rifles. If anything it's the tanks which need to have their bullet damage over distance nerfed, no reason a tank parked 150m away should be able to completely lock down a spawn point because its artillery is so damn effective even at very long range.
(7) The contrast / lighting needs to be tweaked
- Due to the contract / lighting on most maps, the player character model blends in with the environment too well. And if it's an indoors to outdoors lighting scenario - the indoors usually so dark to the player outdoors that they are practically invisible. The windows on Siene Crossing or destroyed buildings on Firestorm are an example, the players camping in them are practically invisible. Indoor areas need brighter lights so that players in them are not invisible or completely blended in. Also affects the large buildings whose walls were destroyed, the inside of the building doesn't have enough light and players inside them are almost invisible.
(8) More consistent terrain traversal needed
- Sometimes you have no problem jumping over a 5 foot stack of bricks, next second you're stuck on a 5 inch high pavement. One moment you can jump through a window no problem, next moment you're stuck on the windowsill. (yes the glass is broken). Sometimes its no hassle jumping over the train trolleys, next time you character can't even clear a 2 foot fence. I don't know if it's due to server side checks or what, but stuff like that should be handled totally client side for a more consistent experience.
(9) Spawn protection (sometimes) or better spawn points
- I understand if you take the risk of spawning on a teammate it can mean instant death - fine. What should not be happening is if you spawn in a base you control you die instantly. There should be at least about 2-3 seconds of spawn protection (cancelled if you fire a gun during this time), to break the cycle of 'spawn - die instantly - spawn - die instantly - spawn - die instantly'. Now I can see how some will argue you should spawn at your deployment point, but spawning 500m away is not fun (see point (5)), and ridiculous when something as better spawn points or 3 second spawn protection is imo a better solution.
(10) Rush mode is too often pathetic
- It works in CS and CoD because those games don't suffer from all the issues listed here. Those games have walls (point (1)), the bomb points are not close together, and the defending team don't respawn close to the bomb site making it an endless meat grinder. On some maps (like metro for eg.) there's nothing the attacking team can do, as the entire defending team just camps in bushes 100m away.
(11) Focus should be on rifles vs rifles
- You join a game, and within the first few minutes you've died from nades, tanks, rpgs, anti vehicle weapons, choppers, jets, jeeps, humvees etc WAY MORE than you've died to an automatic rifle being aimed by another player. It's great the game offers all these options, but the problem is that it takes no skill to kill someone with a tank, or a rpg, or a nade etc etc. Rifles you actually have to aim and shoot, and the opponent has a split second to retaliate. In a tank for example, you just randomly point somewhere in the general direction of the guy and boom he's dead in one shot; no skill involved. I would prefer if the game encouraged rifle vs rifle combat and discouraged the noob tube spam.
(12) Assault/Medic class completely useless around opponent vehicles
- I understand not all classes will have all functionality, but seriously its so annoying when you're playing assault and a tank rolls around. There's nothing you can do except run away like a little biatch and hide. Give them C4 or something, anything. I've contemplated if the assault class getting a vehicle damage boost to their M320 attachment would help this situation, they already have to sacrifice the med kit for it.
(13) Shouldn't be about being shot from behind
- I've never played an FPS game where such a high percentage of your deaths are a 'shot from behind by someone who you can't/didn't see' situation. This is related to camping and lack of walls somewhat - but more so is a combination of factors, including map and gameplay design. When you play a game like CS, the game pushes you towards a situation where you and your opponent each enter the other's peripheral view, you both aim and then fire at each other - the player with higher accuracy/speed/reaction etc wins the encounter. That imo is what FPS gaming is all about. Now BF3 has sandbox type maps, but there are fixes to help this situation, primarily not having character models blend in so well with the background.
(14) Too easy to completely lockdown the other team
- On some maps, it's quite common to see one team completely lock down the opposing team once their team's campers setup shop at the key junctions of the map. Those junctions have no alternate routes or flanking options, so it becomes a long distance meat grinder. With engineers camping with rocket launchers being as effective as they are against infantry, the game becomes entirely pointless for the other side. This obviously doesn't affect the open areas maps as much, but maps with corridors/bridges like Siene Crossing are highly affected by this scenario. This point is related to (1) - if there were more god damned walls in the game the campers would not have such a huge advantage.
Most of the issues I list above occur whether or not you're playing with a squad or solo, whether you're on a 32man or 64man server, and whether you're using teamwork or not. I don't like how some fanboys of the BF3 series spout 'use teamwork noob' as a rebuttal when legitimate issues the game has are brought to light. Some people won't agree with some or most of what I've posted above - but everyday as I get more and more hesitant to double click my BF3 shortcut in lieu of other games, I feel I should at least post my opinions on some of the issues which affect the game. There are many other issues of course, (grrr IRNV), but I think that they could or will be patched so I didn't bother to mention them.
Here's some things I would suggest:
(1) Maps need more walls
- The game needs more walls (or something which separates areas more frequently). FPS strategies revolve around walls, which segregate maps into areas which teams/squads base their strategies around. Since this game has no walls, and is just one huge sandbox, strategy goes out the window and it too often just degenerates into a meat grinder or camping fest. A side effect of this is the 'die instantly as you spawn' scenario, even if you spawn at one of your bases.
(2) Game design should favor aggressor, not camper
- Takes too long to (a) stop sprinting, (b) bring up your gun, (c) aim down sights, then (d) start shooting. With about a half a second for each of the above steps the camper automatically wins and the aggressor loses. This setup only encourages people to camp in some dark hole, rather than try to move towards the objective. A lot of players must think "Why bother when you're gonna die to a camper inevitably ?" The animations for all those things should be MUCH faster. CoD games even have ADS perks which speed up those animations.
(3) Anti Vehicle weapons should not work on infantry
- Talk about noob tube spam. 100 times as much as any CoD game I've ever played. Why ? For some reason the developers decided that anti vehicle weapons will 1 hit kill infantry units. So you now have a situation where people are equipping anti vehicle weapons such as RPGs but just spamming them against enemy infantry instead of focusing on vehicles like they should. Some maps are nothing but noob tube spam NON STOP in key areas of the map. After years of FPS players complaining about noob tubes, you would expect other PFS game designers to learn from the feedback.
(4) There should be no man made camping spots
- The game is a sandbox type game, which naturally means that there will be tons of camping spots all over. Ok fine, most players can look past that - so why the hell would the developers manually design even hundreds of more camping spots on top of that ? They scattered accessible ladders / rocks / rooftops / towers / platforms etc ALL over all the maps - now you don't even need to think about where good camping spots would be, the developers have made these hundreds of spots just for you. No need to think anymore, just go up the nearest ladder and camp to your heart's content.
(5) More basic transport (non aggressive) vehicles needed
- On the large size maps, there needs to be more basic non-armed transport vehicles, like some jeeps which at least spawn at the deployment points during the match. Too often you might be in a situation where your team has to spawn back at the deployment point but there are no vehicles or just one slow one. So now you need to trek back 500 meters to get to the closest capture point. The time lost results in too large a ticket loss punishment, the boon to the other team is too high.
(6) Bullet damage per distance penalty is too high for assault rifles
- Simple enough, it's quite annoying to put 15 bullets into someone at a distance and they not die, as the damage drop penalty is too high. They probably did this to balance sniper rifles, but nevertheless they should use different values for the assault rifles. If anything it's the tanks which need to have their bullet damage over distance nerfed, no reason a tank parked 150m away should be able to completely lock down a spawn point because its artillery is so damn effective even at very long range.
(7) The contrast / lighting needs to be tweaked
- Due to the contract / lighting on most maps, the player character model blends in with the environment too well. And if it's an indoors to outdoors lighting scenario - the indoors usually so dark to the player outdoors that they are practically invisible. The windows on Siene Crossing or destroyed buildings on Firestorm are an example, the players camping in them are practically invisible. Indoor areas need brighter lights so that players in them are not invisible or completely blended in. Also affects the large buildings whose walls were destroyed, the inside of the building doesn't have enough light and players inside them are almost invisible.
(8) More consistent terrain traversal needed
- Sometimes you have no problem jumping over a 5 foot stack of bricks, next second you're stuck on a 5 inch high pavement. One moment you can jump through a window no problem, next moment you're stuck on the windowsill. (yes the glass is broken). Sometimes its no hassle jumping over the train trolleys, next time you character can't even clear a 2 foot fence. I don't know if it's due to server side checks or what, but stuff like that should be handled totally client side for a more consistent experience.
(9) Spawn protection (sometimes) or better spawn points
- I understand if you take the risk of spawning on a teammate it can mean instant death - fine. What should not be happening is if you spawn in a base you control you die instantly. There should be at least about 2-3 seconds of spawn protection (cancelled if you fire a gun during this time), to break the cycle of 'spawn - die instantly - spawn - die instantly - spawn - die instantly'. Now I can see how some will argue you should spawn at your deployment point, but spawning 500m away is not fun (see point (5)), and ridiculous when something as better spawn points or 3 second spawn protection is imo a better solution.
(10) Rush mode is too often pathetic
- It works in CS and CoD because those games don't suffer from all the issues listed here. Those games have walls (point (1)), the bomb points are not close together, and the defending team don't respawn close to the bomb site making it an endless meat grinder. On some maps (like metro for eg.) there's nothing the attacking team can do, as the entire defending team just camps in bushes 100m away.
(11) Focus should be on rifles vs rifles
- You join a game, and within the first few minutes you've died from nades, tanks, rpgs, anti vehicle weapons, choppers, jets, jeeps, humvees etc WAY MORE than you've died to an automatic rifle being aimed by another player. It's great the game offers all these options, but the problem is that it takes no skill to kill someone with a tank, or a rpg, or a nade etc etc. Rifles you actually have to aim and shoot, and the opponent has a split second to retaliate. In a tank for example, you just randomly point somewhere in the general direction of the guy and boom he's dead in one shot; no skill involved. I would prefer if the game encouraged rifle vs rifle combat and discouraged the noob tube spam.
(12) Assault/Medic class completely useless around opponent vehicles
- I understand not all classes will have all functionality, but seriously its so annoying when you're playing assault and a tank rolls around. There's nothing you can do except run away like a little biatch and hide. Give them C4 or something, anything. I've contemplated if the assault class getting a vehicle damage boost to their M320 attachment would help this situation, they already have to sacrifice the med kit for it.
(13) Shouldn't be about being shot from behind
- I've never played an FPS game where such a high percentage of your deaths are a 'shot from behind by someone who you can't/didn't see' situation. This is related to camping and lack of walls somewhat - but more so is a combination of factors, including map and gameplay design. When you play a game like CS, the game pushes you towards a situation where you and your opponent each enter the other's peripheral view, you both aim and then fire at each other - the player with higher accuracy/speed/reaction etc wins the encounter. That imo is what FPS gaming is all about. Now BF3 has sandbox type maps, but there are fixes to help this situation, primarily not having character models blend in so well with the background.
(14) Too easy to completely lockdown the other team
- On some maps, it's quite common to see one team completely lock down the opposing team once their team's campers setup shop at the key junctions of the map. Those junctions have no alternate routes or flanking options, so it becomes a long distance meat grinder. With engineers camping with rocket launchers being as effective as they are against infantry, the game becomes entirely pointless for the other side. This obviously doesn't affect the open areas maps as much, but maps with corridors/bridges like Siene Crossing are highly affected by this scenario. This point is related to (1) - if there were more god damned walls in the game the campers would not have such a huge advantage.
Most of the issues I list above occur whether or not you're playing with a squad or solo, whether you're on a 32man or 64man server, and whether you're using teamwork or not. I don't like how some fanboys of the BF3 series spout 'use teamwork noob' as a rebuttal when legitimate issues the game has are brought to light. Some people won't agree with some or most of what I've posted above - but everyday as I get more and more hesitant to double click my BF3 shortcut in lieu of other games, I feel I should at least post my opinions on some of the issues which affect the game. There are many other issues of course, (grrr IRNV), but I think that they could or will be patched so I didn't bother to mention them.