This is perhaps the dumbest addition to Vehicle play I’ve seen in Battlefield. This belongs in a Tank Simulation. BFV isn’t a Tank Simulation. Having my Tracks disabled when I still have 80 health or a Turret or whatever is the entire problem with Tanks. That is essentially the Disabled status before your death in other Battlefields but only the Disabled status is happening at Health 70 and above in Battlefield 5.
This has no business in Battlefield. Remove it and have a Flat damage model for Rear,Side,and Front and have a disabled starts at 50 health.
Cool idea but it breaks Battlefield because it’s not Tank vs Tank. 95% of the time it’s Tank vs Infantry that is not bound to the same Damage status as Tanks. Infantry don’t take limb damage or they don’t move slower when they get shot by a Tank so why is Tanks so handicapped?
Systemic damage would be fine IF tanks were heavily armoured beasts or infantry had less explosives to deal damage. As it is they are already made of paper so disabling turrets or track is usually goodnight irene!
This. It’s almost like tankers are playing a simulation while assaults are running around and shredding everything like it’s Call of Duty.
The more weeks pass on, the more I wonder what the hell DICE had in mind when designing class-balance in this game (especially vehicle vs. infantry balance). On one hand they really want to force the idea of teamplay and more cautious gameplay for some classes. The tankers for example now have to move more with infantry and are extremely dependent on resupply stations to have an impact on the game. Another example are the medics that are now limited to close range and have to think more tactically before reviving or attacking (aka using smokes).
But while this may seem fine in theory, on the other side of the spectrum you have a class that has the best weapons to kill infantry at pretty much ALL ranges. This naturally causes that most people will flock to that class. I don’t blame them though, most other classes either don’t have as much firepower as the assault or their weapons are lackluster and generally not fun to use in comparison (medics).
But as the main job of the assault class is to destroy vehicles, they also have access to the Panzerfaust (aka hip-fire peekaboo nuclear canon) which somehow equally shreds vehicles and infantry (seriously, the splash damage of the rocket-launchers is somehow greater than the one caused by the 88mm shell of the Tiger, go figure). They have dynamite (that somehow got buffed in regards to throwing distance in comparison to BF1). Let’s not forget the anti-tank mines that (thanks to the great visibility in this game /s) are a pain in the to see as a tanker on some maps like Devastation and Rotterdam.
Combine all this with the fact that everyone and their mother is running assault in this game, you can’t even peek a corner or get close to a contested flag (even with teammates around you!) on Rotterdam without getting 5 panzerfausts shot at you from the front while a couple of sneaky assaults that magically spawned behind you (GG on the spawn system DICE /s) put dynamite up your butt. Oh but I should have retreated you say? Well I’d gladly do that but one of the guys playing the Rambo class on the other team randomly hip-fired a Panzerfaust at my tank and somehow disabled both my tracks and turret. Finally my tank blows up and back to the spawn screen where I can meditate on the fun and engaging gameplay I just experienced.
Long story short: the assault class is too strong, no matter how many people will defend it around here. But since it’s many people’s crutch and they are pretty decided on the fact that the class-balance is fine in this game, DICE can just leave it be if they want. But at the very least do something about the tanks. Here’s what I propose:
Drastically improve the acceleration speed of the heavy-tanks. There’s actually no point in using them right now when they can’t even outrun an assault yolo’ing your tank with dynamite (S-mines are useful on the Tiger though, but with the trowing distance of dynamite being so great and the fact that you can STILL detonate your charges a second after you’ve died makes it that your tank will get heavily damaged, possibly even destroyed).
Improve the ammo-capacity of the heavy-tanks. I don’t think anyone would argue against this really. They are already slower than other tanks, might as well give them more shells.
Improve splash damage from all shells across the board. Doesn’t make any sense that a 88mm shell can’t kill an infy when it’s been shot at 50 cm from his feet. It makes even less sense that the Panzerfaust and PIAT can do more splash damage to infantry. For the sake of infantry class balance, reduce the splash damage on both rocket-launchers too.
Remove systemic damage caused by infantry. Only actual enemy tanks should be able to cause systemic damage. In fact that’s the only time where I think systemic damage is a great addition in this game. It make tank vs. tank battles a bit more engaging than in previous games (so GG on that DICE).
Panzerfausts should be less accurate AND should not be able to be fired from the hip like that. Make it so that when people shoot a Panzerfaust they actually have to aim down sights before shooting it instantaneously. That might reduce the rocket-launcher-peekaboo meta we have right now.
Finally supply-stations. Just place more of them on the map please. It’s already bad enough that tankers are realistically the only ones having to deal with the attrition system (worst offender is the assault class again with the light-infantry combat role that make assault-players even less dependent on teammates and supply stations).
PS: Sorry for the wall of text, I rarely post comments anymore. But I feel that I had to comment on this issue because despite all its flaws, I enjoy this game and I want it to get better. Thanks for reading and a happy new year to everyone!
This was added in BF1 (and in parts even before), I do not think it will be removed but perhaps tweaked one way or the other.
The same thing is true for planes btw (just as in BF1). The slightest damage but in the wrong spot (wing for instance) will cripple your plane and make evading a follower a lot harder.
Personally I have no big objections against it as I’m fairly fond of the whole ‘weaker’ vehicle thing. I actually minded it more in BF1 where when flying one quite often got a hit from a more or less stray LMG bullet, taking away the wing tip for that 5% damage but reducing maneuverability with 50%.
Almost every experienced Tanker has been giving the same feedback. And it’s not that we read it somewhere and repeating it,
its actual feedback after playing for hours and hours. Yet DICE has yet to acknowledge almost a single issue around Tanks. It’s like an Ostrich with its head buried in the sand, hoping we will eventually go away or deal with it.
I love the idea of having to ADS on the Panzerfaust to fire I think that would help balance it a bit. Still easy to use but take a second or two longer.
They’ve applied handicaps on top of handicaps on top of handicaps to far too many aspects of the game. Tanks, planes, and far too many other things to list.
Whats even more insulting is “Specialisations” that suppose to improve your armor. In reality though, yesterday I was driving in a Tiger I with “Improved Turret” ring which according to the description adds addition armor to make it harder to disable my turret, yet a single panzerfuast from over 100m instantly dealt 25 damage (Which in itself is unrealistic), and disabled my turret. So whats the point of this specialization in the first place?
Honestly I have to agree. Normally I’m just an Infantry player and I don’t even really like vehicles all that much. Well I don’t HATE vehicles I just prefer regimented gameplay (INF v INF, VEH v VEH, AIR v AIR). But yeah the track/turret damage is just overkill.
It would have more sense in the previous games where the tanks had much better speed and turret traverse was linked to sensitivity. Now that tanks have their speed neutered and a fixed traverse speed the module damage is just overkill. Good luck trying to disengage with a heavy tank if your tracks get disabled.
THAT BEING SAID! Before any major changes are made first the Assault class simply needs to be balanced. We can’t get a good idea of vehicle balance until Assault gets toned down and there aren’t so many panzerfaust/dynamite sticks running around everywhere.