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Publicada: 27/jul./2023 às 23:16
Atualizada: 16/fev./2024 às 8:55

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I'm a big "classic" Battlefield guy. I prefer simpler big-scale combat games and I've dabbled in Mil-sim games like Arma. Don't let the graphics dissuade you, this game is incredible. I can't say enough good things about it. Thousands of potential hours of gameplay from a $15 game. The community is light hearted, the gameplay is challenging but actually fun. Solid buy, 1000% recommend. If you miss "old" Battlefield, this is the game for you.

EDIT: After a bit more time in the game, there are a few glaring flaws - No choppers/vehicles in the training area - Choppers are a commodity in live servers, they only respawn every few minutes and the amount of times you get pilots that either troll and crash them, don't know how to fly and crash them in the spawn and kill 3-12 players, or do not put down the "rope" which is required for you to exit the chopper without dying if it hasn't landed.

The rope feature is a cool thought, but a game of this scale with this type of gameplay relies on people having the knowledge to know they need to put down the rope for players to exit the chopper and also have the knowledge to know they need to fly low enough to allow players on the rope to dismount safely from the rope.

This leads me to my next gripe - no parachutes. Battlefield has them and they work well. It seems Battlebit tries very hard to stick to it's milsim roots by refusing to add features that benefit individual players over forcing them to rely on teamwork. Relying on your pilot for the rope and knowledge to both not put you down in the middle of the enemy team while you are danging on the rope or to just never put the rope down at all until you either jump out and die thinking the rope is down and not paying attention, jump out and die because you know the rope isn't down but have to respawn because the pilot is just flying you around aimlessly, or hitting the respawn button and wasting tickets on the pause menu because you can't play the game while flying around in a chopper passenger seat.

Parachutes change the dynamic and allow players to both save themselves from inept pilots and to stop relying on the terrible rope mechanic to be put down into the battlefield.

My main gripe is that they don't have choppers in the training area for players to mess around with and learn to fly properly. Players HAVE to join live servers with real players and engage in a trial by fire, that typically ends in a blackhawk full up at the beginning of the game crashing 100 meters outside of the spawn area, killing 12+ people because the person has no idea how to fly, the players can't leave the chopper because the rope isn't down because the pilot has no idea what the rope even is, then your team has no counter to the enemy team's choppers and cannot drop players onto objectives further out in the map or behind enemies because an inept pilot crashed your chopper and your team now has to wait 1/4 of the game for the chopper to respawn.

My last gripe, which is actually a big one as well is that some maps only have a single chopper or no transport choppers. Azaghor relies on your team to capture a specific objective in order for your team to get a helicopter, so one team has a chopper and the other has nothing which is a huge advantage with a skilled pilot. Azaghor already is relatively unbalanced, with the team on the East side of the map being severely disadvantaged due to the map's design. Once the Western team captures the point for the chopper and the Eastern team gets pushed back, it's a slow roll to a spawn camping hellscape that just makes you want to leave the server and find another that isn't playing that map - again, if the devs added a chopper on both teams, there would be a way for the players to leave their spawn and get to objectives that are further away to free up the spawn camping and get back into a more level playing field, but instead, the game just carries on into a spawncamp from the enemy team and everyone just spawns as a recon and snipers from inside the base.

Frugis has the same problem, where whichever team captures G, gets a transport chopper. It's all well and good, but it means one side has a MASSIVE advantage over the other. A 12-seat transport chopper with guns that will not respawn until it's brought down which is very difficult on Frugis because of the map design and RPG mechanics with most being too low of damage or too slow. On a map like Frugis, two 8 seat little birds would be far better than a single blackhawk that gives one team a massive advantage.

There are a few maps where some of the vehicle choices don't make sense. Rather than transport choppers on Salhan for Infantry Conquest, you get two armed little birds, one on each time, rather than two passenger little birds, which would make moving around the map and keeping the game interesting easier. Instead, you just get two choppers that fly around the map basically doing nothing, maybe transporting 1-2 players the entire game while they get a few kills until they're blown up and 3-4 minutes later, the chopper spawns again. Having a passenger little bird/8 seat little bird would be preferable on this map, because many times both sides push the enemies back to the spawn and start spawn camping. Salhan is much more balanced, with multiple ways to sneak across the map on the ground, but I think the experience would be better and the round would be more fun with the ability to drop squads on far objectives and capture behind the enemy while they spawn camp.

Again, there's a lot of small nitpicks with some of the design choices. Some maps, such as Basra were changed/updated for seemingly no reason. New Basra is terrible compared to the old version. It seems rather than make new maps for people to play on, the devs insist on changing/completely overhauling maps that people like and making the old versions impossible to play. I sincerely wish they'd leave certain maps in rotation and just add the "new versions" as different maps.

Another point is the voting - at the end of each game, you vote on what you want to play. Rather than it going with what is most selected, it gives each map a percentage chance to be chosen. This is both a blessing and a curse - in some cases, the most overplayed maps like Wakistan, Frugis, etc are skipped for other maps and in other cases, the entire server could vote for a certain map, and then a map like Lonovo night with 2 votes would win out and everyone leaves the server because of it. I and many others would prefer another system where the "most selected" maps are only available every other game or two and "least selected" maps, were available every other game or two to balance the choices.

My last point would be for the devs to please stop listening to streamers and reddit communities for changes, as these groups are very small minorities of the playerbase who's playstyle/meta is not what most people who play the game want. They need to have polling on the main title screen of the game that allows players to vote on what they do/do not like for future/current changes and the devs should take the input, but never act on changes solely because players "ask for it". Devs know the design better than most players and some choices they've rolled back such as chopper XP, adding glint to 4x scopes and under, are regressive and progressive.

The games population has been steadily decreasing and sadly this is one of the best shooters available right now. If the devs could listen to more than just a few minority groups on changes and map design by allowing other players a voice via in-game polling, it could drastically help improve the game and help by deterring them from making decisions the community will overwhelmingly dislike.
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