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bf4 feedback with explanaitions

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Nov 5th, 2013
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  1. VEHICLES GENERAL:
  2.  
  3. Attack Helicopter-
  4.  
  5. ->Hydra Rockets
  6. - Decrease the Damage against Heavy Armored Vehicles
  7.  
  8. ->Smart Rockets
  9. - Decrease the Damage against Heavy Armored Vehicles
  10.  
  11. A Chopperpilot alone shouldn't be able to onetime strafe a Heavy Armored Vehicle and kill it. This happends a lot on Maps like Shanghai and is frustrating for espacilly newer Players on the Battlefield. Second, Chopper should be a 2 Man Vehicle. If the Gunner unloads onto a Tank and the Chopperpilot unloads his Clip of Rockets a Tank should die. The Damagemodel of BF3 was just perfect for Chopperpilots.
  12.  
  13.  
  14.  
  15. ->TV-Guided Missle
  16. - Increase the Reloadtime of TV-Guided Missle to 1per 14 Seconds
  17. - TV should be 1 shoot kill on attack , scout helicopter and jets (transport 2 shoots )
  18. - input lag should be the same as in BF3
  19. - increase the FOV when in TV missile
  20. funny video of some problems regarding TV missile http://www.youtube.com/watch?v=eLm1NQ8Ic1I
  21.  
  22. TV-Guided Missle is a lot of Fun. But since there is a input Lag in Online Gaming it is harder to control. If you are able to Hit Choppers/Jets you should be rewarded with a onehit kill. Also the Fast reload of the TV-Guided Missle feels wrong. It is fun to shoot them, but it gets boring if you just being able to spam them.
  23.  
  24.  
  25. - Decrease the Range of the Gunner Maincannon to 650/700 Meters and slightly increas the splash damage
  26. - Increase the Maximum Altitude of Helicopters to the Maximum height of Jets or
  27. - TV must have the jet flight ceiling to give a chopper some chances to counter top attack, at the moment the TV stalls at the same limit altitude of the helicopter
  28.  
  29. A huge Problem of Chopperteams is the Maximum Altitude. Enemy Jets can easily take and good Chopperteam out. This would be fixed with increasing the Maximum Altitude of Helicopters to the Maximum height of Jets. Also the Maincannon should have a Rangedecrease to 650m Maximum to balance out the Chopper camping in the Sky.
  30.  
  31.  
  32.  
  33. Scout Helicopters-
  34.  
  35. ->7.62 Miniguns
  36. - Decrease Damage against Jetaircrafts
  37.  
  38. A lot of Scout Helicopters do a huge amount of Damage against Jetaircrafts. This feels over the top as a Pilot. The Damage should be slightly reduced OR Damage on higher Range should be reduced (-2/100m) against other Jetaircrafts.
  39.  
  40. ->25mm Cannons
  41. - Increase the Area of Effect Damage on hit
  42. - Increase the Reload Time of new Clips
  43. - Decrease the Damage against Heavy Armored Vehicles
  44. - Decrease the Amount of Ammunition to 1 Loaded / 2 unloaded Clips (90 Bullets)
  45. - Increase the Bulletdrop of the 25mm Cannons
  46.  
  47. The 25mm Cannons are a lot of fun, but it feels sloppy when your trying to kill Infantry on the Ground and you need around 15 Bullets of it to kill. Increasing the Area of Effect Damage would fix that Problem and also help newer Players out. To balance the High AoE Damage against Infantry, the Reload Time needs to be increase to prevent spamming. People need to pick their Targets and play more careful. Same goes for Reducing the Amount of Ammunition.
  48. The Bulletdrop feels really low. It should be increased the further you shoot. For any Groundvehicle it is very frustrating to get wrecked by a decent Scout Helicopter on High range with a 25mm Cannon. Increasing the Bulletdrop on high Range and reducing the directhit Damage against Heavy Armored Vehicles should fix this Problem.
  49.  
  50.  
  51.  
  52. Stealthjet-
  53.  
  54. ->Maincannon
  55. - 20mm - Increase Damage to 6 Damage per hit against Aircraft
  56. - 20mm - Increase Damage to 2 Damage per hit against Ground Targets
  57. - 25mm - Increase Damage to 9 Damage per hit against Aircraft
  58. - 25mm - Increase Damage to 4 Damage per hit against Ground Targets
  59. - 30mm - Increase Damage to 14 Damage per hit against Aircraft
  60. - 30mm - Increase Damage to 7 Damage per hit against Ground Targets
  61.  
  62. Stealthjets are a lot of Fun even though they are Pretty useless. Right now the Damage against other Airvehicles is insanely low. Espacilly for newer Players it is near to impossible to unluck it's unlocks. Increasing the Damage against other Aircraft would make it fill its Role better. Increasing the Damage against Groundtargets would also make it feel somewhat decent against Ground if the Airspace is clear. Heatseekers are still a tool for Stealthjets to kill other Aircraft but they get easily countered with Flares/ECM. Espacilly the Dogfight scene would love to see some higher Maincannon Damage on these.
  63.  
  64.  
  65. Attackjet-
  66.  
  67. ->Primary Weapon
  68. - Decrease Damage against other Airvehicles.
  69.  
  70. ->Jdam Bomb
  71. - Increase the Damage against Heavy Armored Vehicles
  72. - Increase the Reload Time of Jdam Bombs
  73. - Increase the Amount of Bombs you carry to 3
  74. - Increase the Area of Effect Radius of Jdam Bombs on Impact
  75. - Give it a Real Explosionanimation
  76.  
  77. Attackjets are balanced pretty well. Still i would reduce the Damage against other Aircrafts a little. Stealthjets are supposed to be the Counter to Attackjets. Right now they cant fill this Role. With decreasing the Damage of Attackjets against other Airvehicles you would give them a little more Reactiontime if getting strafed by a Attackjet.
  78.  
  79. Jdam Bombs need a slighty Buff. The Damage and the Area of Effect Radius needs to be buffed roughly about the double of his state right now. The Amount of Bombs you carry should be increased to 3 too. To prevent it being to strong the Reload Time needs to be increased to, maybe even double it.
  80.  
  81. And Please Dice give it a Real Explosionanimation. It feels like throwing a nade at a Tank.
  82.  
  83.  
  84.  
  85.  
  86. Tank-
  87.  
  88. ->Sabot Shell
  89. - Increase the Damage on close Range Targets, leave it as it is on high Range.
  90.  
  91. The Damage against other Vehicles at close range should be increased. Cleary it is superior to the AP shell but gets heavily outdamaged by HE Shells. Balancing it out between AP and HE Shell impact Damage would fit it great, but due to his low Shelldrop and Speed itself it should do normalized Damage on High Range.
  92.  
  93.  
  94. ->Canister Shell
  95. - Increase the Bulletdamage per Pellet
  96. - Increase the Spread of itself
  97. - Increase the Effective Range of Canister Shell
  98. - Increase the Damage on Higher Range
  99. - Increase the Amount of Pellets
  100. - Give it a own Crosshair(BF3 had a good one)
  101.  
  102. Canistershell right now is hard to use, which dont get me wrong is fine. Still a increased Damage per Pellet AND the amount of Pellets would secure a kill on short Range. Increasing the Spread/Effective Range and Damage on High Range would balance out the Canister perfectly. Increasing the Effective Range and Damage on high Range would get balanced out with higher Spread on Range.
  103.  
  104. Giving canister its own crosshair would make it easier for most Players to see which Shells they are using. Also i personally feel annoyed by having the same for both Shells. BF3 had a good Canistercrosshair to use. I liked it why dont use it in BF4?
  105.  
  106.  
  107.  
  108.  
  109.  
  110. ->Reactive Armor
  111. - Seems to be bugged/doesnt stop you from getting disabled
  112. - Make it Repairable.
  113. - Give it 2 "Charges" before it drops.
  114.  
  115. Reactiv Armor seems to be bugged or not working right. This might be a Hitbox Issue on Servers. This could be fixed with giving in a bigger Hitbox. Also if you give it 2 Charges and make it Repairable it would give Tankers a lot more Space to use their Tank in their own Style.
  116.  
  117.  
  118.  
  119.  
  120. ->Gunner Incendiary
  121. - Decrease the activ Time of the incendiary Smoke
  122. - Increase the Damage against Infantry Target's
  123. - Increase the Range of the Area of effect Range
  124. - Increase the Firing Range of the incendiary Smoke
  125. - Decrease the Time of being able to shoot after switching Seat/Weapon after entering Gunner Seat
  126.  
  127. Gunner Incendiary feels sloppy right now. The Active Time of itself should be reduced. The Damage and Area of Effect
  128. against Infantry should be increased. Increasing the Range of the Incendiary Shell would give Gunners more options to use it. Right now it just feels like it falls down the Tank.
  129.  
  130. I'm not sure if it is intended or a bug but if you switch as a Tankdriver to the Gunnerseat and switch to Gunner Incendiary, it takes a while to shoot it. Decreasing the Time of this Process would give Tankers more options and make it more Fun.
  131.  
  132.  
  133.  
  134.  
  135. Infantry Fighting Vehicles-
  136.  
  137. ->25mm HE Shell
  138. - Decrease the Amount of Shells in a Clip to 10
  139. - Increase the Directhit Damage
  140.  
  141. ->Tow Missle
  142. - Increase the Reload Time of the Tow Missles
  143. - Increase the Area of Effect Damage of Tow Missles
  144.  
  145. Infantry Fighting Vehicles feel really spammy right now. Decreasing the Amount of Shells in a Clip to 10 might fix this.
  146. When decreasing the Amount of Shells and increasing the Directhit Damage it should make Players more focused about directhitting a Target rather than Spamming a Corner for ages. It might even be good to reduce the Area of Effect Damage on those HE Shells.
  147.  
  148. The Tow Missle on Infantry Fighting Vehicles feels really spammy. It would be nice to see a higher reload Time on those. It would be also nice to see to have a increased Area of Effect Damage to make it viable to use it as a last second lifesaver against Infantry.
  149.  
  150.  
  151.  
  152.  
  153.  
  154. Mobile Anit-Aircraft-
  155.  
  156. ->20mm Cannon
  157. - Decrease the Range to 700 Meter
  158. - Increase the Bullettraveltime to 0,15 Seconds per 100 Meter
  159.  
  160. ->30mm Cannon
  161. - Decrease the Range to 700 Meter
  162. - Increase the Bullettraveltime to 0,20 Seconds per 100 Meter
  163. - Decrease the Damage per 100 Meter by 1(up to -7 Damage on normal hits)
  164.  
  165. The Mobile Anit-Aircraft is one of the strongest Vehicles in this Game. Espacilly with the Active Radar. Decreasing the Range and the Bullettraveltime would give and Airvehicle a bigger Chance to move on the Map. A huge Problem is also that if you want to get closer to these to make a move the Activ Radar Missles feel unavoidable due to its late lock-on.
  166. The 30mm Cannon is really strong. Actually i like it that in nearly instantkills you on short Range. A huge issue is the Damage on high range though. Decrease its Damage per 100 Meter until hitting the Maximun Range would fix this Problem.
  167.  
  168.  
  169.  
  170.  
  171.  
  172. Attack Boat-
  173.  
  174. ->Passive Radar*
  175. - Increase the Reload Time of the Passive Radar Missles
  176. - Decrease the Active Range of Passive Radar Missles
  177. - Decrease the Amount of Passive Radar Missles to 1
  178.  
  179. ->TV-Guided Missle
  180. - Increase the Reload Time to 15 Seconds per Rocket
  181. - Decrease the height you can aim with the TV-Rocketlauncher to 60°
  182. - Increase the Damage to other Airvehicles
  183. - Increase the Damage against other Attack Boats
  184. - Increase the Area of Effect Damage on TV-Missles
  185.  
  186. ->Gatlingseats
  187. - Decrease the Damage on Airvehicles
  188. - Decrease the Range of Gatlingguns
  189.  
  190. Passive Radar on Attackboats should have a increased Reload Time of it's Missles. Even with Flares and ECM or any other Countermessure you cant get out of Range. Increasing its reload Time and decrease the Active Range/Amount of Rockets would balance this out.
  191.  
  192. The TV-Guided Missle on Boats needs a increased Reload Time. Espacilly in Boat vs Boat fights its all about hitting the first Missle wins. This would be fixed with a higher reload Time.
  193. Increasing the damage against other Airvehicles/Attackboats and increasing the Area of Effect Damage on those would compensate for the longer Reload Time.
  194.  
  195. A Huge Problem is also the TV-Launcher on its Boat itself. As any Aircraft you cant get any Angles to avoid a TV being shoot at you. Allowing the TV-Launcher only a Viewrange up to 60° in the Air would fix this Issue.
  196.  
  197. The Gatlingseats are extremly Powerful against Aircrafts. Combined with its huge arsenal of Weapons to use it feels to Powerful against Air. Decrease the Range and the Damage against Airvehicles should fix this Issue. On Close Range though it still should be deadly.
  198.  
  199.  
  200.  
  201.  
  202.  
  203. VEHICLE UNLOCKS GENERAL:
  204.  
  205.  
  206. ->IR Flares
  207. - Decrease the Reload Time of IR Flares to 15 Seconds.
  208.  
  209. ->Ecm Jammer
  210. - It seems that Rockets ignore ECM Jammer this can be fixed*
  211. - Decrease the Reload Time to 20 Seconds
  212. - Decresae the Uptime of Ecm Jammer to 7 Seconds
  213.  
  214. Decreasing the Reload Time of IR Flares and ECM Jammer should give Airvehicles a better Chance to survive on the Battlefield.
  215. Due to the huge Amount of Antiair Missles right now it is hard to survive. For Beginners probably impossible to even survive.
  216.  
  217. Rockets seem to ignore the ECM Jammer a lot of Times. This might be fixed with the last Point in this List.
  218.  
  219.  
  220.  
  221.  
  222.  
  223. ->Active Radar
  224. - Increase the Lock-on Time of Missles
  225. - When the Missle flys towards a Target give it a own Warningsound so ECM-Pilots have a Chance to Counter it.
  226. - Increase the Reloadtime of Heatseekers
  227.  
  228. Active Radar doesn't give any Pilots who are using ECM reactiontime. This could be fixed with a longer Lock-on Time to make Pilots being able to use ECM. Also if somebody fires Active Radar Missles towards your direction is should give a inindividual Warning. Pilots could react to it atleast then. Also a longer Reload Time would be nice to see since its a shoot and forget Missle.
  229.  
  230.  
  231. ->Heatseekers
  232. - Increase the Lock-on Time towards other Aircrafts.
  233. - Increase the Reloadtime of Heatseekers
  234.  
  235. Increasing the Lock-on Time and Reloadtime of Heatseekers would fix the delayissue of Online Gaming(missles go of even thought the Player used ECM/Flares in Time) Increasing the Reloadtime of Heatseekers would also help newer Players to adept to the Game.
  236.  
  237.  
  238.  
  239. ->IR Smoke
  240. - IR Smoke doesn't seem to work against Active lockon Weapons
  241. - Autolock-on Weapons will turn on the Spot and start following you after the Smoke is Gone
  242.  
  243. ->Smoke Screen
  244. - Smoke Screen doesn't seem to work against Active lockon Weapons.
  245.  
  246. ->Active Protection
  247. - Doesn't stop incoming rockets
  248. - Doesn't stop Lock-on Missles
  249. - Reduce the Cooldown to 20 Seconds(Reload starts after the first use)
  250. - Increase the Duration of the Activtime to 2,5 Seconds +(1,5/0,75/0,25) per hit up to a total of 5 Seconds.
  251. - After neutralizing a Thread it goes into a short 0,5 Second Cooldown before it can detect the next Thread.
  252.  
  253. IR Smoke/Smoke Screen/Active Protection doesn't work against any of the Lock-on Weapons. This might be a issue with the Rocketphysic itself. This might can be fixed with the last Point in the List*
  254.  
  255.  
  256. Reducing the Cooldown of the Active Protection would balance out the Huge amount of shoot and forget Launchers in this Game. Also increasing its duration up to 5 seconds (after taking Multiple hits like i explained above) would give it only 25% uptime. Would make the Active Protection more or less a lifesaver tool, and gives the Player more opportunities to use its Vehicle.
  257.  
  258.  
  259. ->IRNV Optics
  260. - Lower the Viewrange
  261. - Increase the Smokeparticels at a certain Range (100m)
  262.  
  263. IRNV is one of the strongest Optics in the Game. To balance it out it should have a reduced Viewrange or a decreased visibility on high Range(Simular to the IRNV Scope in BF3)
  264.  
  265.  
  266.  
  267. ->Thermal Optics
  268. - Decrease the Brightness of Lights
  269. - Decrease the Brightness of your own Crosshair and Layout while using it
  270.  
  271. Thermal optics needs to have a decreased Brightness when looking towards Lights. Also the own Screenlayout is to bright while using it. Due to his high brightness of Crosshair and Screenlayout it overlaps a lot with Ingamegraphics which makes it feel bad to use.
  272.  
  273.  
  274.  
  275.  
  276.  
  277.  
  278. VEHICLE SPECIFIC:
  279.  
  280. ->SU-50
  281. - Normalize the Turnradius to balance out StealthJets
  282.  
  283. ->F35
  284. - Normalize the Turnradius to balance out Stealthjets
  285.  
  286.  
  287. The SU-50 has a way to high Turnradius. It is by far superior to all other Airvehicles and makes it heavily imbalanced, since the Player in the Enemy Jet has no impact at all on the Fight. It is impossible to win with any other Jet against the SU-50. Balancing out its Turnradius to compete with the J-20 would fix this Issue.
  288.  
  289.  
  290. The F35 feels sloppy to use compared to the Su-50 and J-20. Balancing out its Turnradius to compete with the J-20 would fix this Issue.
  291.  
  292.  
  293.  
  294. ->M1 Abrams
  295. - Increase Turnradius while standing
  296. - Increase Acceleration
  297.  
  298. M1 Abrams feels to slow to use. In comparison to T-99 and t90 it has nothing to overtake those. Increasing the Turnradius while standing and its Acceleration would fix this Issue.
  299.  
  300. ->M142
  301. - Increase ReloadTime of the Rockets
  302. - Increase the Time of Spreadnormalization after shooting a Rocket
  303. - Increase Damage taken by Attack Jets and Tanks
  304. - Increase the Range of M142
  305.  
  306. The M142 feels extremly spamy. Increasing its Reloadtime per Clip and the Time of the Spreadnormalization after each shot would fix this Issue. Also for a Truck it takes a huge chunk of hits until it dies. Decreasing its Health would fix this Issue.
  307.  
  308. To Balance the increased Reloadtime and Spreadnormalization it should get increased Range.
  309.  
  310. -increase the distance between the vehicle and the camera right now it s too close (makes you dizzy :s right now )
  311.  
  312.  
  313. LAUNCHERS:
  314.  
  315. ->MBT-Law
  316. - Decrease the Damage to 15dmg per hit
  317. - Increase Rocketdrop on higher Range
  318. - Increase the Spread of the Rocket when shooting in hipfire.
  319. - MBT-Law cant lock-on a Target if its out of Sight
  320.  
  321. MBT Law is a shoot and forget Weapon. Decreasing its Damage would just balance it out, since it is the first Lauchner everybody gets.
  322.  
  323. Increasing the Rocketdrop on higher Range would it make a bit harder to use, but also prevent People from shooting above certain hills/buildings to hit its Target due to autolock-on.
  324.  
  325. Increasing the Spread of the Rockets when shooting in hipfire would prevent people from peaking a corner and shooting the Rocket randomly into the direction of its Target.
  326.  
  327. If a Vehicle trys to drive into cover the Rocket will still hit him around a Corner. It shouldn't lock-on anymore when the Rocketlauncher and the Vehicle arent in line of Sight anymore.
  328.  
  329. There might be also an other Solution to fix this. Take a look at the bottom of my List.
  330.  
  331.  
  332. ->FIM-92 Stinger/SA-18 IGLA
  333. - Increase Lock-on Time to 2 Seconds
  334. - Increase the Reload Time of Stinger/IGLA
  335. - Decrease the Maximum of Missles a Soldier can carry to 2
  336.  
  337. Increasing the Lock-on Time of Stingers/Iglas would fix the Issue with ECM being used and Rockets still locking on. Give the Player more Reactiontime. Increasing the Reload Time and decreasing the Maximum amount of Missles would fix the extremly high amount of AntiAirlaunchers/Rockets in this Game. Give the Air space to breath for a second.
  338.  
  339.  
  340.  
  341. COMMANDER:
  342. ->Cruise Missle
  343. - Increase Area of Effect
  344. - Increase Area of Effect Damage
  345. - Decrease the Time until the Missle hit to 8 Seconds
  346. - Set Reload Time to 90 Seconds
  347.  
  348. The Cruise Missle seem to be to easy to dodge. My Points above should fix this Issue and give the Commander a bigger opportunity
  349. to help his Team.
  350.  
  351.  
  352. ->EMP UAV
  353. - Set Reloadtime to 30 Seconds
  354. - Set Uptime to 10 Seconds
  355.  
  356.  
  357. ->UAV
  358. - Set Reloadtime to 20 Seconds
  359. - Set Uptime to 10 Seconds
  360.  
  361. EMP and UAV seem to extremly spammable. Giving it a higher downtime would fix this Issue and Commanders need to think about using it rather than spamming it into the Battlefield.
  362.  
  363.  
  364. ->Supply Drops
  365. - Supply Drops working as a Repairstation for Groundvehicles
  366. - Supply Drops increase Reloadtime of Groundvehicles by 75%
  367. - Set Reloadtime to 45 Seconds
  368. - Supply Drops can be eliminated
  369.  
  370. I liked the Idea of having Supply Drops helping out Groundvehicles in BF2, i would like to see this back in BF4.
  371.  
  372.  
  373.  
  374. ->CommanderView
  375. - Give Players the Option to switch between the 2D Map and a 3D ontop View of the Map(BF2 Style)
  376. - Gives the Commander a Option to increase the Spectatorview of the Choosen Player
  377.  
  378.  
  379. Giving Commanders a 3D ingame Topview and maybe a increased View of its chosen Player ingame would make it more enjoyable to use. Looking at a 2D Maps seems quiet boring. This would make Commanders feeling more involved in the Game.
  380.  
  381.  
  382.  
  383. INFANTRY:
  384.  
  385. - Increase the Revivespeed
  386. - Increase the Run Speed
  387. - Decrease the Time until you are able to move after a Revive
  388. - Decrease the Time until you are able to Shoot after running
  389. - Get rid of the Blackscreen after getting revived
  390. - Get rid of the Blackscreen after entering a Spawnpoint
  391. - Enable a Option to always Accept a revive
  392. - Allow Players to shoot while laying down/standing up
  393. - Give Players a Option to reduce the Size of IngameSymbols, such as Dead Teammates/Flagsymbols/Ammo+Medkit.
  394. - Give Players a Option to disable certain IngameSymbols
  395.  
  396. This is my personal feeling how i would enjoy Infantry Gameplay more. Since this is in your words an competitive Game you need to fix everything that slows a Player down. Making the Game faster and getting rid of spawnblackscreens and delays after certain actions would raise the Skilllevel a lot. It would help really good Players to stand out of the normal group of Players.
  397.  
  398.  
  399.  
  400. *
  401.  
  402. ALL Lock-on Missles and AntiAirMissles(Passive Radar/Active Radar/MBT-LAW/Stinger/Igla/Heatseekers/Javelin/SRAW)
  403. *Give all Lock-on/Antiair Missles Physics. The further they fly, the faster they go. When they go faster they increase their "G-Force" which increases their Turnradius.
  404. Missles would be effectiv on shorter Range and more Ineffectiv on higher Range.
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