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Battlefield 3 Confirmed Features And Discussion Thread.


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#101
Vez04

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Updated

*New*

Section about release date

Modifié par Vez04, 20 juin 2011 - 07:03 .


#102
Vez04

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Updated section ''General Information'' PS3 will be 720p resolution, frametate 30 fps, pretty much concludes everyone is gonna buy it on PC anyway

#103
Chromie

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Vez04 wrote...

Updated section ''General Information'' PS3 will be 720p resolution, frametate 30 fps, pretty much concludes everyone is gonna buy it on PC anyway


What's the 360 version res at? Just curious PC ftw.

#104
JRCHOharry

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Multiplayer section:
Ability to spot a Enemy Squad Leader


Do you know how spotting an enemy squad leader will help? Will you get more points from spot assists or from killing? Or is it just there to tell everyone?

Also the Support class sounds way too overpowered. LMG AND ammo boxes? There'll be spamming afoot, can't wait to see the amount of times I'll die from magnum ammo/lightweight pack users.

#105
Vez04

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Ringo12 wrote...

What's the 360 version res at? Just curious PC ftw.


Checked his tweets, he dosent comment on that.

Modifié par Vez04, 20 juin 2011 - 03:37 .


#106
CroGamer002

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Question.

Is that boycott for 3 guns pre-order still going on?

#107
Chromie

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Mesina2 wrote...

Question.

Is that boycott for 3 guns pre-order still going on?


Doubt it was every truly on. But Dice said the preordered guns will be available eventually for free later on.

#108
CroGamer002

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But boycott for that I find very stupid.

If maps were in question I would understand, but 3 guns?
Come on!

Modifié par Mesina2, 20 juin 2011 - 03:39 .


#109
Vez04

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JRCHOharry wrote...

Multiplayer section:
Ability to spot a Enemy Squad Leader


Do you know how spotting an enemy squad leader will help? Will you get more points from spot assists or from killing? Or is it just there to tell everyone?

Also the Support class sounds way too overpowered. LMG AND ammo boxes? There'll be spamming afoot, can't wait to see the amount of times I'll die from magnum ammo/lightweight pack users.


About squad leaders, i checked a few DICE tweets but none have anything related to your question, however there are one extra new thing added for Squad Leaders.

@Demize99 Can a player spawn on any squadmate or squad leader only? If the former, then can the SL spawn on a squaddie?

@Ahmad1Metallic Squad Leaders can spawn on any squadmate, squad members can only spawn on the Leader. Keeps pace up without tons o spawns.

twitter.com/#!/Demize99

Ofcourse could be old info that is in ''General info'' section, but i think it's worth mentioning

Modifié par Vez04, 20 juin 2011 - 03:47 .


#110
Vez04

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Updated

*New*

About twitter accounts for developers, Patrick Bach's is ofcourse out there aswell, but, he havent updated his since 10th may so not gonna add him unless he updates faster.

If you know any other DICE people/or follow them, please PM them to me and ill add them

#111
ScepticMatt

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Detailed review of the E3 Demo:

Source:

Before I start I would just like to point out that the game version we played was pre-alpha and as such still had some bugs and issues, and nothing in it is final. Also, this is all from memory so I reserve the right to be wrong about and/or forgetting stuff.

We got to play one round as attackers and one round as defenders on the Rush game mode(destroy/defend a number of objectives in order on a narrow map). It was 16vs16, give or take. Each round was approximately 20 minutes.

The Map
The map was Operation Metro(I think that's the name). It takes place in and around a part of the Paris metro. Russia is defending and the USMC are attacking. 
The first stage of the map is a park with a pond or small lake, lots of bushes, some trees, low walls, park benches and stuff like that. The US gets a LAV-25, the rest is pure infantry. This is the most sniper/scope friendly part as it's quite open and has engagement ranges from a few meters up to probably around 100m. It looks nice and it's imho a good idea to have something different before heading into the metro.

The second stage takes place down in the metro itself, and is accessed from the park through a collapsed tunnel which in turn leads into the station where the objectives are. There's lots of CQB action with the attackers having to force their way through the tunnels(giggidy), up some escalators and on to clearing rooms and corridors. Some parts of the tunnels are dark and sneaky, so the weapon lights can both help you and get you killed.

The final part spans from the station exit/entrance on the other side and a bit into the city itself. This part is urban with a few smallish streets and some enterable multi-storage buildings leading down to a sort of square area where the final objectives are. If the first part is long range and the second is close I would say this part is medium-ish in range. Lot's of people sitting in windows covering the streets. RPGs come in handy to blow the campers away.

Overall the map is very linear and feels designed for Rush from the start. The mix of longer range combat at the park, followed by intense CQB action in the tunnels and station and finally some street fighting adds some nice variety. It would be interesting to know how accurate the map is compared to the real thing.


Kits
The kit layouts were something like this. No limitations.

USMC
Assault - M16A4(4x scope), M9, Frag Grenade, Medic Box, Defibrillator
Engineer - M4(ironsight+weapon light), M9, Frag Grenade, SMAW, Repair Tool
Support - M249(4x scope), M9, Frag Grenade, Ammo Box
Recon - M110(bit more powerful scope, dont know exactly), M9, Frag Grenade, C4

RUS
Assault - AK74M(4x scope), MR-444, Frag Grenade, Medic Box, Defibrillator
Engineer - AKS-74U(ironsight+weapon light), MR-444, Frag Grenade, RPG7, Repair Tool
Support - Pecheneg(4x scope), MR-444, Frag Grenade, Ammo Box
Recon - SVD(bit more powerful scope, dont know exactly), MR-444, Frag Grenade, C4

Random stuff
  • Sprint. There seems to be unlimited stamina. You can strafe(slightly) while sprinting, which is pretty nice.
  • Weapon lights. Can be turned on/off via a hotkey(L). Blinds people at close range. Other player's lights are seen as a glowing dot at long range.
  • Vaulting. When approaching an obstacle you can press space to climb/jump over it. This seemed to work on everything I tried it on. You can not fire while the animation plays(around 1 second). Jumping is still ingame if for some reason the vaulting isn't working on something.
  • Deviation. Deviation feels pretty good for a vanilla game. As always it's stance-dependant. When hipfiring it's accurate enough to take out people close to you, but that's it. When aiming down the sights you can kill people are range quite effectively. Snipers/marksmen are most accurate, assault rifles in the middle and undeployed machine guns last, however deployed machine guns felt more accurate than assault rifles. When jumping you get maximum deviation, and it takes a second or two to settle again. When going prone you get this animation thing that moves your view around a bit, but the crosshair stays tight. I tried it against a wall, and since the animation is not random it's easy to compensate and fire at the intended spot while going prone. So prone diving works pretty much. However it may just be that they haven't added the deviation increase yet.
  • Deploying weapons. Machine guns can be deployed on most surfaces like walls, windows and different kinds of cover, as well as when being prone. When prone or standing/crouching next to a deployable surface you just right click once and he folds out the bipod. That locks your weapon to the surface and you can swiwel around the bipod itself(which looks nice) in a limited arc(100ish degrees maybe, could be dependant on the surrounding objects). You can fire via the crosshair or scope in for added accuracy. To un-deploy you just move away from the position.
  • Rockets. The two rocket weapons on this map were both unguided, and seemed to be fairly accurate with not much drop. Explosion radius was enough to kill guys at maybe 1-2m but nothing extreme(BC2 CG, I'm looking at you).
  • Squadleader. There were 1 SL per 4 man squad. There was no squad selection/creation menu(yet?) so it was random. The SL was the only player in the squad you could spawn on.
  • Commo-rose. No commo-rose or communication tool to be seen anywhere. Probably not implemented yet. At the closed presentation we were on before the play test the devs there got asked if BF3 would have a commo-rose a la BF2 or a context sensitive key a la BC2(which means one key, and depending on what you're looking at/doing it gives a different message). He said the commo-rose is awesome, but was prone to causing spam in BF2. He couldn't give a full answer due to the marketing plan they have(gameplay details/news to come at GamesCon btw), but I interpreted the rest of his somewhat dodgy reply as that they were aiming for something in between the commo-rose and the BC2 system.
  • Spawning. You could spawn on either the team's main spawn or your SL. When having the SL selected your camera spectates him until you spawn. I spawn killed a few guys and spawned too close to the action a few times myself when using the team spawn, so we'll see if they improve this somewhat.
  • Melee. Melee is BC2 style, i.e. a melee key and no knife in the inventory. I never got to melee anyone(sadface) but my friend got one and said it triggered some animation where he grabbed the enemy and slit his throat in a cinematic fashion. Unknown if it's always like that or only in some situations. I personally hate being helpless because I have to spend several seconds caught in a knifing animation with no way to abort.
  • Damage. Rifles seemed to kill in around 4-5 shots. LMGs felt the same. Snipers(or marksmen really) in 2-3 shots. This is all non-headshot. So somewhere in between vanilla BC2 and BC2 hardcore.
  • Hit Detection. The hit detection felt solid and I didn't notice any shenanigans, but it was a local LAN game after all.
  • Sounds. The sounds were very nice. Really. A bit less cinematic than BC2(which is good imho), and moresharpsnappy or crisp than many other games. And as always there were echo and other sound simulation effects that changed depending on the location.
  • Medicing. Press 3 to throw a medic box on the ground, which in turn heals people in a radius around it. Press 4 to pull out the defibrillators, then use them on a dead guy to revive. When being revived you start prone, and you're blurry and unarmed for a second or two. It would also appear that you don't auto-heal to full health, more like 80-90% or something.
  • Vehicles. There were only one vehicle on the map, and I didn't get to use it. It went down real quick seeing as half the team was playing as engineer because of the ironsight weapon the class got. However my friend managed to get in a LAV-25 that was stuck(lulz), and he reports that driver/gunner is shared and that thermal can be activated via right click.
  • Fire selector. You could switch between single fire, burst or automatic depending on the weapon by pressing V. Not much to say really, it works and can be nice to have although I prefer running on auto and doing manual single fire.
  • Destruction. The destruction felt a bit toned down from BC2. You blow parts off of walls and stuff, but it took some shooting. When I fired an RPG at a guy in a window, it left a hole approximately 2x2 meters in the wall. I never got to see a building collapse. Overall you could notice that the destruction was there, but it didn't feel like it was the main focus of the game, like in BC2. Less gimmick and more gameplay.
  • HUD. The HUD can be seen in videos and stuff like that, so I won't go into detail. But generally it felt pretty unobtrusive and it showed the important stuff. The minimap was decent, but not perfect - I'd prefer a more map-like one over the stylish one. And there was no way to bring up a big map. However they keep insisting, like so many other new games, to block my view with these damn score popups.
    Quote:Originally Posted by The Game
    • YOU KILLED [player]+10 KILLING A DUDE+5 HEADSHOT+1 NOT KILLING YOURSELF+20 NOT SEEING ANYTHING BECAUSE OF THIS
  • Suppression. There is some form of suppression implemented in the game, but my vision didn't get impaired every time I got shot at - more like just a few times. Likewise, I only got points for suppressing(yes, you do get that..) after killing a guy a few times despite me killing a lot of guys. I'm not sure what's going on here, but if you can't suppress people every time by shooting at them I fail to see the point. Gimmick or bug?
  • Mods. They got asked about mod tools at the presentation, and like we already know there are currently no plans for them. They will look into it post-release Image IPB
  • Reloading. This is a nice one. If you still have a round in the chamber and press reload, you do a quick reload and just put in a new mag, while if you're completely empty the animation is longer because you need to chamber a new round. Because of this 31 rounds of ammo in total is possible(30+1). Strange thing is that you spawn with that as well - I'd like to see 29+1 as default.
  • Animations. Animations looked really nice. Reloads were fairly accurate and the running/climbing stuff looked motion capped or at least equally realistic.
  • E-Sport. They were very secretive, but they hinted at them doing more for E-Sport with BF3 than with previous titles.
  • Servers. There will be dedicated servers. No word on if it's only through GSPs, but unfortunately I find that likely.
  • Scopes. The scopes were in 3D and looked nice, but they zoomed the whole screen and not just the area in the sight :/
  • Prone. It's prone. You're crawling on the ground. Bit nicer movement animations than previous games though.
  • Ammo. The support class can throw an ammo box on the ground by pressing 3(or 4) which then re-supplies everyone in range. Disappears after a while and the player gets a new one.
  • Graphics. It looked kinda like in the trailers, albeit a bit smudgy or something that I can't quite put my finger on. It's quite possible that they had it turned down slightly for gameplay purposes, since a pre-alpha game isn't fully optimized yet.

Conclusion
So what did I think of the game? Well you probably noted that I mentioned Bad Company 2 as a reference several times. That's simply because they are very similar. In a good way though, because this feels like an improved BC2 in pretty much all aspects. If you liked BC2, you'll probably need new pants after playing BF3 - and if you despised BC2, you'll probably be sorely disappoint. The gameplay is fast, action packed and at times a bit spammy. However because it did feel more like Bad Company than Battlefield 1942/Vietnam/2/2142, I couldn't help but feel a bit disappointed. But maybe that's just me being nostalgic, and not willing to accept that newer games just wont feel like the older ones?

So will Battlefield 3 be the shizzle? Well I can't answer that question. Why? Simply because the BF3 I'm waiting for is a game with 64 players, a combination of air, ground and infantry working together on big(ish) conquest maps. This demo version had only one of those things - infantry. So guessing what the other components are like is as hard for me as it is for you. What I can say though is that for a vanilla BF game, the infantry part felt very nice, and the 40 minutes I spent in the BF3 area flew by and my heart was pumping for a good while after getting back to my regular seat. So considering this, and if the other parts are equally fun, this game could turn out really good in the end.


I'll keep updating the post if I remember something else. If I missed something or there's something you want to know, feel free to ask.


Modifié par ScepticMatt, 23 juin 2011 - 10:04 .


#112
Vez04

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Updated.

#113
Vez04

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Updated.

#114
ScepticMatt

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Eurogamer wrote...
Battlefield 3's co-op campaign will feature support for two players over 10 different maps, developer DICE has confirmed via PSM3 magazine.



#115
Vez04

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Not really that new considering the post i mentioned similar to ''Everyone claims they want'', so won't add it sorry m8.

#116
Vez04

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Updated.

#117
ScepticMatt

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Next round in the BF3 v MW3 Media war:

http://www.computera...tlefield-3-dev/

... lol

#118
Vez04

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Updated.

#119
ScepticMatt

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Battleblog launched (Dev diaries/interviews)
#1 Lars Gustavsson on DICE's new multiplayer philosophy in Battlefield 3

#120
Vez04

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Updated.

#121
lobi

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Bad company2 was just buildings made out of snowflakes.
The maps were too small the weapons sucked the vehicles had no reason to be there becuase the maps were too small and the maps were too small.
It was Quake wars with guns from GTAIV played on maps which were too small.
BadCompany2 was a camp the spawn type game because you could run to other end of map really quickly because the maps were too small.
Gameplay video of B3 had the guy saying that if you didnot get off the spawn and lock down a choke point immediatly you would just get spawn killed. Is it because
the maps are too small?

*edit: Quake wars was better balanced.

Modifié par lobi, 01 juillet 2011 - 07:59 .


#122
Chromie

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 Team Deathmatch is returning

www.pcgamer.com/2011/07/01/battlefield-3-dev-were-doing-things-no-one-else-is-capable-of-also-team-deathmatch/

#123
Vez04

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Updated. Thanks ringo :)

#124
Vez04

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Interview section updated.

#125
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General information section updated.