Wednesday, February 15, 2023

What bringing the class system back to Battlefield 2042 has done

 Battlefield 2042's latest update brought back the class system of Battlefield history.  Players now select a class that limits gadgets, throwables, and specialists that can be chosen.  This is Battlefield and I am happy to see it back.

 Prior to this latest update players could select any combination of specialist, gadget, weapon, and throwable (grenades).  This meant I could play as Irish (a support specialist), carrying anti-vehicle rockets, and at the same time carry the proximity sensor (grenade).  On top of that I could use any gun (assault, SMG, LMG, or sniper).

 To be honest it was pretty sweet as I noted in my post here and here.  I was a mega super team support player with my Irish setup.  I could do everything except shocking non-squad members back to life.  But that is where the problem lied.  Everyone could do everything and thus the Battlefield developers had to make many things "balanced"; for example since everyone could carry anti-vehicle it was weaker than it would be if it was less limited. It was fun but then also not fun.

 With the class system back in place the developers have been able to make things like anti-vehicle stronger per shot (since there is less of them now).  Vehicles should in theory feel less threat over all because not everyone is rocking anti-vehicle tech.  There is far less proximity sensor spam as it is restricted by class (even if that does break my nonexistent heart).

 The development team also figured out an approach to continue to allow all classes to use any of the main guns.  If I want to use an SMG as an assault class I can continue to do so (in prior Battlefields the SMG was limited to Support).  There were proficiency added (as covered in this post) to certain classes to favor certain weapons, but they are not so dramatic as to penalize someone for opting out to another class of gun.

 After having played several rounds under the new system the game does feel better over all.  I actually got in a vehicle without immediately getting blown up!  There seems to be more medics and thus more revives.  I have a much better understanding of what my teammates are capable of because I can see what class they are.  The only thing I really miss is my proximity sensor as I am not a fan of the other grenades, but I understand sometimes less is more.

 Have you given the update a try?  If so, what are your thoughts?

Tuesday, February 14, 2023

Closing in on that sweet 1:1 K:D

 Maybe not an achievement for the chad gamers of the world but for us old fart gamers getting to a 1:1 K:D in games like Battlefield 2042 is an achievement.  I was at 1:1 for a period but I've had some terrible  rounds after coming back from a hiatus.

 Also I am finding myself pretty terrible at some of the original maps (they suck compared to Spearhead IMHO) and feel like I am either getting spawn killed or getting shot in the back because I don't know where to expect enemies from.

 Anyways here is my progress:




Monday, February 13, 2023

Ranting at the end of the world: The Last Of Us Episode 5 (Show + Podcast)

 I can't stop watching the The Last of Us show on HBO Max or listening to the companion podcast after each episode.  I also can't turn my brain off long enough to just enjoy the show.  I need to rant.  Need. To. Rant. 

 Episode 5 was a trainwreck in pacing and the writers missed a great opportunity to explain the world and how it collapsed so quickly after the fungi-demic.

 Reminder: I have never played the games. 

 Spoilers... duh.

 First I am going to rant about pacing.  The pacing of this episode was not great.  A slow roll into a chaotic ending.  The swap between the two paces failed to build any tension.  Instead of getting an impending sense of doom building through the episode we go from safe and cozy to end of the world.  End of the world through a complete happenstance event of a truck crashing into a house in the exact spot to open a hole into an underground tunnel system... the same tunnel system that somehow the main characters exited well before this point even though clearly the tunnel system went exactly to the point where they needed to go!?

 What could have been done differently?  First off why is there ZERO build up about the rampaging horde?  Where are the clickers watching the characters from the sewer grates?  Where is more rippling ground like we saw in the previous episode?  It is so dumb that the entire scene hinges on a truck happening to crash into the right spot on a building to then open the ground to a swarming mass of infected.

 Also the entire sniper scene is anti-climatic.  The sniper takes shots at Joel as he makes his way in his direction so knows he is coming for him; yet acts totally surprised when he gets there?  Why not build some tension here?  They could have shown Joel making his way to the sniper, brought in the radio traffic to the sniper earlier, showed the militia making progress more, and hinted at the infected lurking just below the surface.  Instead it all just burps itself onto screen and makes for a complete "what?" turn of events.

 Next let me rant about this show's problem with character plot armor.  In the chaotic end fight scene we see human after human get obliterated by the infected; all except the main characters even though positioning and decision-making wise are in terrible positions.  Let's not even talk about the scene before then where the militia has the main characters surrounded and could easily walk around the car to face them, but instead bumble their way through the scene until the infected blob explodes out of the ground.  

 Of course even being surrounded by militia and with infected about to rampage over the area the main characters never feel like they are in danger.  Henry, who Kathleen so wanted to kill without question, somehow inexplicably remains standing while Kathleen decides it is better not to pull the trigger and instead turn around to watch a truck slowly sink into the ground.  Then Joel's expert sniper skill dropping running headshots like the bad ass he is, Ellie randomly finding an escape route, and the convenient "hide under this car" trick for Henry and Sam.  

 Combined with the lack of risk building up through the episode at no point was I worried about any characters other than the throw away Kansas City militia and you damn well knew they were going to suffer some gruesome deaths.  Bloater got him some head!

 Oh but that plot armor was only there momentarily so we could get a cliche ending.  Oops the kid got bit and clearly Joel's survival instincts are gone as no one thinks to check the kids to see if they were injured in the rampage.  They may have discovered Sam's leg is bleeding profusely and ruined our unexpected ending.  

 Then shocker.  Bang. Oh, bang two! Wow! Edgy television here folks!  How about this instead; Joel sees Sam getting dragged away and has to off him with the sniper rifle as a mercy?  That would of made way more sense and fit PERFECTLY with Kathleen's quote “Well kids die, Henry. They die all the time."

 Most egregious to me though was the missed opportunity with the underground community that was found.   In the podcast it is explained that in the game players can take their time reading notes left around that explains what happened further but said that wouldn't work in the show.  Maybe not reading notes, but this set was so cool and offered so many intriguing chances to explain what happened after infection day zero.

 For a show that goes out of its way to ham in the backstory it really, really, really, really freaking missed a great chance to spend the better part of an episode exploring this mini lost society.  It was the perfect backdrop for some flashbacks; way better than the other options used thus far.

 I want to know so much more about what happened in this underground society but instead all I got was a poorly executed anti-climatic and chaotic scene followed by an edgy mega downer of an ending.  This show is so good its bad.



Thursday, February 09, 2023

How to add the "Inside Battlefield" podcast to Pocket Casts

 I have used Pockets Casts as my podcast manager as long as I've owned an Android phone.  One of the things that happens from time to time is a new podcast is launched and you just can't find it on the Discover tab of Pocket Casts.  The recently launched "Inside Battlefield" podcast from EA/Dice is one such example, but I got around the issue and was able to subscribe to it via Pocket Casts.  Here are the steps.

 In Pocket Casts go to the Discover tab.

 Searching by Inside Battlefield or EA or any search term will not work.  Instead enter the URL for the Apple iTunes page:

https://podcasts.apple.com/se/podcast/inside-battlefield/id1589510289?l=en

 Searching by that URL in Discover should bring up the podcast and allow you to subscribe.  Note: this does not work for all iTunes podcasts so I am sure there is more to why it works for this one and not others.

 Hope this finds someone in need and solves the same problem I had.  Enjoy!

Wednesday, February 08, 2023

Fewer Chests For You!

 Some fun times in the community with the New World update.  

Removed a total of 28 Sarcophagi and Large Chests throughout Brimstone Sands to address global economy concerns.

 Community reaction is as expected and summed up as "WTF?".

 A developer responded in the forums with the classic "it was too good so we nerfed it"

 

 

 

 

 

 

I am sure this will calm everyone down.