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[GE]Battlefield 3 Interview with Karl Magnus Troedsson - Page 2

post #11 of 18
I don't like how it seems that every question or comparison people make is vs BC2...I like that they mentioned this is the spiritual successor to BF2, but the alpha sure as hell doesn't play like it.
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post #12 of 18
Quote:
Originally Posted by Kirby1 View Post
I honestly dont want prone back. I dont think sniping needs to get any easier.
Sniping really wasn't *easy* in BFBC2. People just got really, really good at it, as they do with anything. In fact, it was pretty realistic in the sense that you don't stand in the open EVER on a battlefield if you can avoid it, else you get killed. Bullet drop added the necessary challenge to leading distant targets. If you think it's easy in BFBC2, play BFBC1; absolute cake-walk.

Now, if they wanted to make it ultra realistic, they'd add a wind element (but that would add more frustration than anything).

Quite frankly, I hardly ever get killed by snipers in BFBC2. If I do, I spawn as one, rip them a new one real quick, and move forward. The fact that the bullets leave streams behind them is also a dead give-away as to their location.

I see prone as a protection AGAINST snipers. I can't count the number of times I've watched someone think they were hidden behind a rock, only to drop a bullet on their head at 400 yards.

Good snipers are frustrating in any game. Actually, scratch that, good players are frustrating in any game. I can't tell you how many times I've been HAT sniped by the same Engineer over and over from across the map.

If they were to change anything about the sniper class, it's to give the mortar strike back to the support guy.

Actually, I think the suppression feature is going to be a great counter-sniper method, it certainly is in Project Reality.
Edited by SectorNine50 - 7/28/11 at 11:46am
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post #13 of 18
Quote:
Originally Posted by SectorNine50 View Post
Sniping really wasn't *easy* in BFBC2. People just got really, really good at it, as they do with anything. In fact, it was pretty realistic in the sense that you don't stand in the open EVER on a battlefield if you can avoid it, else you get killed. Bullet drop added the necessary challenge to leading distant targets. If you think it's easy in BFBC2, play BFBC1; absolute cake-walk.

Now, if they wanted to make it ultra realistic, they'd add a wind element (but that would add more frustration than anything).

Quite frankly, I hardly ever get killed by snipers in BFBC2. If I do, I spawn as one, rip them a new one real quick, and move forward. The fact that the bullets leave streams behind them is also a dead give-away as to their location.

I see prone as a protection AGAINST snipers. I can't count the number of times I've watched someone think they were hidden behind a rock, only to drop a bullet on their head at 400 yards.

Good snipers are frustrating in any game. Actually, scratch that, good players are frustrating in any game. I can't tell you how many times I've been HAT sniped by the same Engineer over and over from across the map.

If they were to change anything about the sniper class, it's to give the mortar strike back to the support guy.

Actually, I think the suppression feature is going to be a great counter-sniper method, it certainly is in Project Reality.
Just to add to the wind thingy... DICE actually discussed whether to put wind effects in the game or not
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post #14 of 18
Quote:
Originally Posted by SectorNine50 View Post
Sniping really wasn't *easy* in BFBC2. People just got really, really good at it, as they do with anything. In fact, it was pretty realistic in the sense that you don't stand in the open EVER on a battlefield if you can avoid it, else you get killed. Bullet drop added the necessary challenge to leading distant targets. If you think it's easy in BFBC2, play BFBC1; absolute cake-walk.

Now, if they wanted to make it ultra realistic, they'd add a wind element (but that would add more frustration than anything).

Quite frankly, I hardly ever get killed by snipers in BFBC2. If I do, I spawn as one, rip them a new one real quick, and move forward. The fact that the bullets leave streams behind them is also a dead give-away as to their location.

I see prone as a protection AGAINST snipers. I can't count the number of times I've watched someone think they were hidden behind a rock, only to drop a bullet on their head at 400 yards.

Good snipers are frustrating in any game. Actually, scratch that, good players are frustrating in any game. I can't tell you how many times I've been HAT sniped by the same Engineer over and over from across the map.

If they were to change anything about the sniper class, it's to give the mortar strike back to the support guy.

Actually, I think the suppression feature is going to be a great counter-sniper method, it certainly is in Project Reality.
I just think that if snipers can prone, not only will they become way too hidden but it will also be extremely hard to hit them even if you find them. However, Im sure DICE is taking this into account and doing something to make sure it stay balanced.
    
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post #15 of 18
Quote:
Originally Posted by Kirby1 View Post
I just think that if snipers can prone, not only will they become way too hidden but it will also be extremely hard to hit them even if you find them. However, Im sure DICE is taking this into account and doing something to make sure it stay balanced.
Trust me sniping is not an issue.

On paper sniping sounds like it would be problematic with prone, but in practice it's far from it.
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post #16 of 18
Quote:
Originally Posted by Kirby1 View Post
I just think that if snipers can prone, not only will they become way too hidden but it will also be extremely hard to hit them even if you find them. However, Im sure DICE is taking this into account and doing something to make sure it stay balanced.
I'm just so excited for the suppression feature it's silly...

In BF2: Project Reality, whenever there was a sniper (or squad) pinning down our squad, the suppression effect was such a great tool. Support guy flips around the corner, lays down a barrage while the rest of the squad sprints across the street. Once they get across, they support while the last man comes to them.

It was almost impossible to get a sniper shot off when being suppressed. It literally made you run for cover, making it feel like it was your decision to take cover, and without making it feel like the game were forcing you to.

Another thing I could see really making long-range gunnery more challenging would be gun sway. If you ask me, games like ARMA2 and Sniper: Ghost Warrior do this brilliantly.
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post #17 of 18
Nice,GOOOOOOOO DICE!!!!
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post #18 of 18
I saw a billboard advert for this yesterday while in my mate's car, I leant out the passenger-side window with my arm's outstretched like I wanted to hug it, shouting "Ooooooooh!" and making splurging noises with my mouth at it.

I was fine after that.

I hate what the BF series has done to me.
 
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