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Battlefield 2042 Reveal Trailer Anonymous 06/10/2021 (Thu) 05:51:09 Id:83e533 No. 327351
What did they mean by this? It's obviously a battle royale
>>329173 >>329160 Have any books or documentaries worth recommending in it?
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>>329161 http://reclaimingrhodesia.com/pamwe-chete-schulie-the-legend-of-the-rhodesian-selous-scouts/ These guys were bad asses and provided no shortage of material for developers to work with. It's such a missed opportunity. Tfw most of the White and Black Scouts who stayed were probably murdered after Mugabe took over. >>329174 http://reclaimingrhodesia.com/tag/rhodesian-bush-war/ You can find just about anything you'd need to know from these guys, books and all. Good documentaries include: >Frontline Rhodesia >Rhodesia Unafraid >Africa Addio (for context on what Africa was devolving into post WW2 and why Rhodesia stood out) Their folk and military songs also all tell stories of the land or battles.
>>329127 >Artillery killed the most people in combat in the Civil War if I remember right. Huh really? I thought most of artillery deaths where because they died due to infectious diseases. Then again, Picket's Charge was literally brought to a halt by well-coordinated cannon fire so i guess it already reigned supreme? I don't know for sure since Infantry Charges were still common in those days and i'm basing my term of 'Supreme' as to what WW1 did with Artillery.
>>329119 A lot of the problem with war games set in the Civil War and before is that the tactics involved are very unfriendly to uncoordinated players if you were to do it as an FPS. It might be more interesting playing as a single unit or unit commander rather than a grunt.
>>329160 It won't ever happen. Unless we make it a reality, anon. And this goes both in real life and vidya.
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Honestly I've found that Battlefield games in general just feel kind of "Eh". There never really seems to be the teamwork that the game alleges that it's based on, it's just constant deathmatching with a thin veneer of teamplay. Medics don't heal, supports don't really support, and everyone just seems to sprint around randomly, there's no feeling of a "frontline". Any teamplay seems to be incidental. Supports/Engineers place down ammo, but only because they want to use it, other people getting some is accidental. Same with Medics and healing (Particularly in the games in which the Medic is also the "assault" class, and so has access to the most well-rounded weapons). This felt as though it was the case in BF3, 4, and 1. I assume it was the same in V, as despite /some/ of the features of that game (and the setting) being interesting, there was NO way I was buying it after that faggoty marketing drive, and how quickly they dumped the game. I still don't understand the thought process behind reducing squad sizes, either. I recall it was similar in BFBC and BFBC2 as well, but I played those a rather long time ago at this point.
>>329219 In BF1 the Assault and Medic classes were split with the Assault getting some of the Engineer's equipment from the previous game in the form of AT weapons and repair.
>>329186 Anon, Artillery was by far the most important part of warfare since the Napoleonic Times, only with world war 2 have tanks (for a short time) and especially aircraft reached the same level of importance
>>329119 >>329133 Are you the same "WW1 woulfn't work as a videogame" idiot? Because you need to stop posting, there's like 30 games about 18th century warfare you stupid fuck.
>>329261 >18th *19th
>>329207 So, just like all warfare that existed prior to the advent of radios, you actually needed to work as a team.
>>329219 >there's no feeling of a "frontline". That's the biggest and most egregious drawback since Bad Company was a thing and it happens because you can spawn inside your own squad and insidd Transport Helis. All Refractor engines had frontlines and tons of BF alternatives do them well.
>>329261 >there's like 30 games about 18th century warfare you stupid fuck. Care to list the games that dealt the direct combat of sword and gun warfare from the 1500's-1800's? The only one to come to mind are Assassin's Creed and Darkest of Days.
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>>329020 >fighting a demon portal to hell Why do you think the Yugoslav wars had so many human sacrifices? Tactics Ogre was explicitly based on the Yugoslav wars. Keep in mind the game was made while the conflicts were ongoing and written by people who weren't experts and relied mainly on western sources. With that in mind, it's a remarkable recreation of the themes and fucked up atmosphere. https://web.archive.org/web/20130319095913/http://www.1 up.com/features/tactics-ogre-retrospective >>329113 Flip war was largely asymmetric. US infantry vs. crazy drugged up suicidal swordsmen would be great single player game, but not an MP one. Spanish-American had the US outmatched in equipment on land (The US mainly used single shot rifles, with the barely fielded Krag being a terrible bolt action, while the Spainish had a rifle that would remain in service after World War 2 with minimal changes) but winning due to naval power and Spanish forces being retarded. Cartridges were barely a thing in the struggle that went on from 1861 to 1865 >>329125 Boer War was outnumbered but sane Dutchmen vs. numerous but retarded Englishmen. It's literally where the term "Commando" comes from. Hardly symmetrical. As for the second part, rifles didn't get more accurate, they got more common. Light infantry armed with rifles that fought in irregular formations was already used to devastating effect by at least the Revolutionary War, but rifles were expensive (to the point professional hunters would go into debt to buy one, then use the increased efficiency to pay it off with several seasons of hunting) till more industrialization happened. Line infantry in close formation was only retained for the Napoleonic because bayonets and crowds stopped cavalry (which could be over simplified to a rock-paper-scissors relationship where light infantry beats line infantry, line infantry beats cavalry, and cavalry beats light infantry).
>>329273 >Spanish-American had the US outmatched in equipment on land (The US mainly used single shot rifles, with the barely fielded Krag being a terrible bolt action, while the Spainish had a rifle that would remain in service after World War 2 with minimal changes) but winning due to naval power and Spanish forces being retarded. We're talking about a franchise that made fully automatic guns standard in their WW1 title. Making the Spanish-American war symmetrical is nothing in comparison. Just make the American trapdoor gun more powerful and keep the Krag as an alternative option.
>>329268 Games just don’t do enough to encourage or even accommodate cooperation. It’s not enough to have voice chat or use Discord. There needs to be systems that make it easier to communicate planned actions and statuses. Even milsims in modern settings like Arma already do a horrendous job at this, so compounding the problem by using a classical settings where communication is supposed to be even worse is something that seems to be beyond the capabilities of most developers.
>>329282 It was fine in BF2 and by extension, Project Reality and Squad. There are plenty of tools for the squad leader to use to direct their team, in addition to segregated voice chat and a direct voice channel with the commander. Squaddies can also spot targets. The problem is that you can't force retards who want to play casual FPS to work as a team. There will always be the contingent of newbies who don't understand what the game is about yet, or stubborn retards who refuse to learn.
>>328703 The Classes alone tell you that doritos will be back,there will be no way to tell friend from foe except for flying doritos >>328710 >If you're the 50th man in on an incursion platoon, do you really still need to be checking corners compulsively? This is my learned hate after switching to a game that has "fixed" spawns like the Sunderers from Planetside 2 ,if you see a sunderer that's where the enemies will be,they can't just spawn around the corner like in COD. >>328794 >Again, this is retarded. Titanfall 2 did this exact thing It's interesting how Titanfall 1 did it better , you could choose any Titan and any weapons/abilites/core/auxilieries
>>329280 That's half the problem. The Mauser is a smokeless round that delivers 2,744 J of force. The Trapdoor rifle is a black powder rifle and substantially less powerful (~400 J less) at less range and less accuracy than a smokeless cartridge.
>>329523 I'm well aware that the Mauser was a technological marvel at the time it was introduced, I'm just saying there's no reason to expect game devs to care if they're going to make games with similar realism to Battlefield. For gameplay reasons, since the Trapdoor rifle would take longer to reload, it would "have" to be more powerful. Or you could give the Americans some other piece of kit that makes them more balanced, like an extra grenade, but then we're going off into asymmetrical territory. As far as realistic and sim games go, balance actually matters less the more realistic a game is. Red Orchestra and to a lesser extent Squad are good examples of this. You can easily get good enough at snap-shooting from the hip with the Kar98k to defeat PPSh users indoors in RO. Many players agree that the StG44 is the best weapon in the game, but nine times out of ten it simply doesn't matter, and not just because it isn't even available on most maps. Squad does asymmetrical gameplay beautifully with its insurgency mode. Nothing quite like a few IED bikes. You can't expect casuals to wrap their heads around these things, though. They'll see the US marines with their M4s, and Durka Al-Durka with his cast-off AK with no optic, and immediately declare the game impossible for insurgents. It's not conducive to a casual shooter, even ones that are team oriented.
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>>329207 >A lot of the problem with war games set in the Civil War and before is that the tactics involved are very unfriendly to uncoordinated players War of Rights does a decent enough job of getting players to work together, even if they're not communicating or part of a regiment. The HUD is minimal, but you can easily check the position of the Flag Bearer - who acts as a mobile spawn point. So it's easy to know where the front-line is. There is no kill-count either for players or teams - but a morale system. If you die out of line, your team looses morale. Generals and COs will dictate where you're supposed to march and where the lines of battle are to be drawn, which are marked with clear bold lines. Guns are accurate, but not pinpoint accurate. You have to account for bullet drop over range, and the reload time is about 18~21 seconds. This means you as a foot soldier are not effective as a solo commando or small squad. You are most effective as a line-soldier firing in a volley to slug it trading volleys of fire. There is a small role for scouts, but largely they're not needed if your CO knows the map and knows how to use his spyglass. Along with morale acting as an aggregate kill counter, you're also fighting for control over territories - so sending a sizable expeditionary force too far from the lines of battle in order to flank the enemy is a risky maneuver since it leaves your team vulnerable. The biggest casual filter in the game is probably the uniforms and flags. The devs are autistic bout historical accuracy, which means you're not just going to be fighting the blue and the grey flying the US or Confederate flag. There's a bunch of different flags and uniforms you'll have to keep an eye out on, and not all of them are easily distinguishable at a distance.
>>329261 No, that was some other anon. I was talking strictly about a theoretical Battlefield game set in the 19th century. >>329698 That looks really interesting. How big are the matches in terms of player count?
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Why the fuck are people even upset with the lack of campaign, when has there ever been a campaign worth playing?
>>327351 Complete waste of time. Too new to be good, too popular to be good. What is the trailer an advertisement for exactly? There's not a single frame of Battlefield 4 in the entire thing. I guess this year everyone will click dislike on the Battlefield video and click like the CoD video.
>>329739 Other way around actually
>>329219 You're not likely to find great teamwork in public servers, no matter the game. Personally, I always drop ammo and meds to people who need it, and teamspeak from time to time, but I'm in the minority.
>>329747 >You're not likely to find great teamwork in public servers, no matter the game. Bullshit, M&B Napoleonic Wars, PR, Squad, Minecraft, Terraria, most Survival games and a shitton of others promote and reward teamwork and even pubbies that don't even use chat use teamwork because they can't wipe out dozens of enemies with P2W weapons tied to a shit grinding system.
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>>329747 2142 had decent teamwork, and I am convinced that it was because of the way they handled squad leadership. >BF2142 >People who enjoy leading squads can spend their precious level-up perk point things on SL-specific gear >such as more smoke grenades, drop-pods for respawning (allowing cheeky squad leaders to get an entire squad respawned on a skyscraper or raised train tracks), that sort of thing >this encouraged good SLs to stick with leadership, get better at it, and to actually play in a unique way, as opposed to every other "squad based" BF game where the SL is just a mobile spawn point No other BF game to my knowledge has done squad leadership this way and I think the proof shines through in what a disconnected clusterfuck every round of the other BFs turns into. >>329758 >coomed Kill yourself.
>>329762 I remember playing BF2 for the first time in early 2006 and being stuck with a Rusky squad as a medic. Fuckers would talk endlessly on the mic, couldn't understand shit, still they didn't quick me off the squad and the SL would constantly mark shit on the map to help me out they were also one of the better Squads in the team and helped carry the team.
>>329709 >How big are the matches in terms of player count? 150 players, so 75 per team. I've heard they want to boost up the player count to 250 once they add cavalry units. Getting enough players to fill a match is another matter though. If you join a regiment, they have regular games, but if you're just looking to drop in - you'll usually find at least one that's 80~150 depending on the day. A bit more on the weekends, or after major content updates. It's still in early access, so a lot of people got burned out when it was still pretty bare bones.
>>329747 >You're not likely to find great teamwork in public servers, no matter the game. Depends on the game. A lot of games with co-operative elements still reward the individual player for their performance, so that encourages a lot Rambo'ing and discoordination as players all go their own way to try to get the top k/d or "play of the match" clip. In games that are explicitly team based that don't reward the individual player, you find a lot more team-work to accomplish goals you can't take on (or get punished for taking on) solo, even among randoms.
>>329119 >a minute to reload your musket In the early 1800s, the American Hall Rifle trials found that an infantryman would fire about 2.22 shots a minute on average from a musket. Nevermind that muskets were very outdated in every one of those conflicts as firearms were nearly all rifled by then.
>>329219 > there's no feeling of a "frontline" That has more to do with the spawning and area capture mechanics. Nobody wants to spawn at the first point and have to walk in, unless there's something specific like a vehicle or whatever that they want back there. This isn't WWIIOnline or Planetside, and there's generally only one or two places where most of the action is concentrated. With only 32 or so players, you kind of have to have that focus.
>>329231 >Anon, Artillery was by far the most important part of warfare since the Napoleonic Times, only with world war 2 have tanks (for a short time) and especially aircraft reached the same level of importance I don't know, Artillery back then are already decisive but they cannot hold a position the same way an entrenched infantry would. They're also a common target to flanking attacks, which is why they're always behind the frontline and guarded from backline attacks. Plus, they haven't yet reached the same amount of accuracy or rate of fire they achieved in WW1. >>329273 >As for the second part, rifles didn't get more accurate, they got more common Oh yeah shit, i should've remembered that Muskets were the norm back then.


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