So how should scavenger work in BF3?

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So how should scavenger work in aftermath?

I think ideally it would be good if there were weapon tiers. This is easy, esp when you consider that you can skew weapons better with attachments.
T1 – A pump shotgun with frag rounds, G18 and a .44
T2 – One of the “best” assault rifles plus its optimal items. SKS or M417.

Utility weapons – RPG, M320 LVG.

Actually there are many options available. Ideally we want good weapons to be something a team works for, so having lots of them on a map detracts from the game overall. It would be easy to make a prefered set of weapons vs underdog weapons.

Things that need to be added or changed.

Health needs to be broken out of the medpack and turned into a periodically spawning item. On this note I would also say that health being boosted about 20% would be beneficial. Having played on servers like this I can honestly say it creates better firefights. The alternative is to have no attachments which also causes longer engagements due to slower TTK. 20% equates to around one more bullet in a fight.

Armour needs to be added. This is the largest problem since there is no mechanic currently. Armour would require extensive testing. Using quake numbers a full stack should add around 2-300% durability to a player. Different armour types would be fine here. A yellow and a red type that offer varying degrees of protection. The beauty of TDM is how levels can be setup to play very differently based on the load outs. Looking at popular TDM maps from quakeworld we see things like. DM2(2 red, 2yellow) DM3 (1 red 1 yellow) E1M2 (1 yellow 1 green). Wildy different setups there. In comparison to UT99 which is basically belt + jacket on every single map. Some variation would have made UT99 a lot more interested. Two jackets + belt? Three jackets? and so on. A robust armour system would give mappers much more variety.

An important thing to note is that simply giving more health is not the answer. Armour and health are very different because armour does not absorb all damage. Because of this grabing a red armour with 15 health does not offer you a great deal. You will still need to heal yourself somewhat before being more aggressive. Thus using health is not the answer.

Powerups – quad damage, invulnerability, etc. The class items could be used here. Defib is very powerful but I am not sure how game changing it would be as a short duration powerup. Quad damage could be fun, but at the same time would not be the same as in quakes. Maybe a powerup that doubled fire rate but halved recoil would be fun. This way if you miss you are not instagibbing the other player with one stray bullet. It would also make ammo a heavy consideration.

Another option would be a powerful weapon. Perhaps the M320 with a decent stack of ammo.

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Ammo – Limit this to 3-4 ammo types – less if needed.

Scavenger TDM Maps

We want this to be 4v4. Maps need to be small enough to not have long travel distances between items, weapons and other key areas, decent interconnectivity without turning the level into swiss cheese is important. In addition being compact is good because we want spawners to be able to link up with team mates without a massive hike.

Ziba tower is the smallest close quarters map, however it is too large for the purposes of 4v4 TDM. Levels and atrium style maps are sorely missing in modern FPS and while they would not get past DICE QA in the older quake style, they could be created easily enough. A shopping center with ruined sections to add ramps.. Lifts, catwalks and so on. As already mentioned connectivity is important, ideally choke points should be negateable and locking down one area/item does not guarantee winning.

Spawn weapons

In the first post spawn weapons were discussed. As mentioned the spawn weapons consist of an empty pistol, a knife and a grenade. This leaves a player completely useless off spawn from a combat standpoint. In older FPS it may seem that spawn weapons are useless, but flooding enemies when they are weak should be a somewhat valid tactic. This allows taking down of weapons and camp zones even without weapons. This does not mean that spawning -> attacking should always be a valid tactic. A game that plays like this is quake 3 and its implementation of TDM, and while not bad it removes a lot of strategy and importance of items. Quake2 gave players a very weak starting weapon that did not allow much offensive action, or even defensive for that matter.

Players should spawn with something – but probably not a pistol as they are generally too powerful. A pump action shotgun with frag rounds, using the automatic shotgun damage, would do well here. They hit softly, shoot slowly but with 2-3 guys would be ok. Remove the suppression and we would be set!

A few more things..

Random weapon spawning has been mentioned on whirlpool as well as some other BF3 community sites. If this is entirely random it will completely detract from the gameplay. If all the weapons randomly spawn there is no rhyme or reason to how teams will play. The game will play worse than FFA. There will be no objectives, there will be no strategy.

By the same token players need to randomly spawn. If the current squad spawning system is allowed it compeltely detracts from the skill of surviving as a spawner and regrouping. This is an important aspect of TDM and while it may seem like it detracts from teamplay it in fact improves it due to increased difficulty of meeting up and playing together.

Plus spawn killing is similar to objectives and area control, if you control more of the map you have more “safe” area for your team to spawn in.

important – random spawning and lack of randomitem spawning.

Scavenger as real TDM in aftermath? A look at TDM mechanics

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Lets take a look at some factors that make TDM.. TDM

The spawn weapon

Lets look at the spawn weapons from various good TDM games.

Quakeworld ( Single barrel shotgun ): – Hitscan 6 pellets, 4 damage per. Max damage 24 – 500ms. 48dps
Quake 2 ( Blaster ) : Slow moving projectile 15 damage. 400ms reload. Around 38DPS.
Quake 3 ( Machine gun ) : Hitscan, 5 damage per, ROF 10 per second. 50DPS.
Unreal Tournament (UT99) : Hitscan 25 damage around 400ms reload. 50DPS.

UT2k3/4 had a stupid rifle that gave you grenades straight up. Also the shield gun. Horrible.

These guns are quite weak, in Quake 2s case it was so weak it was not really worth using.

Scavenger will have you spawning with a knife, an empty pistol and a grenade. This is a step away from the above examples and I think even more useless. This could be good or bad. It means you have to share weapons and does not allow you to instantly engage like in Q3 (cess).

I have tossed around the idea of real TDM in battlefield for a while and wondered how it would work. Assuming that weapons were not changed substantially. Would you spawn with a pistol? Would you spawn with a single clip of ammo? Thats not really “poor” enough since the pistols are quite good in BF. Would you spawn with the silenced G17? Probably the worst gun in the game.

No, you will spawn with a knife and a grenade.

Weapon Tiers

Now we need to look at how weapons in other TDM games worked. Assuming that quakeworld followed by quake 2 (ignoring CPMA) were the best weapon setups that offer large amount of strategy.

Quakeworld: Spawn(axe/shotgun), T1 (Nailgun/double shotgun/super nailgun), T2 (Grenade Launche/ super nailgun), T3 (Lightning gun/ Rocket launcher). Respawn 30 seconds

I have included sng in both t1 and 2 because it is arguably not that useful. LG could be put in T2 depending on the map, it is not really the go to weapon quite often due to lack of ammo. DM3 is a good example. LG is useful for killing enemy weapons but using it on everyone wastes ammo and soon you won’t be able to kill anything. This is why rockets are the key.

Quake 2: Spawn (blaster), T1 (machine gun, shotgun), T2 (Super shotgun, hand grenade, grenade launcher), T3 (Chaingun, Hyperblaster, Rocket launcher, railgun). Respawn 30 seconds
Looking at quake 2 we see the movement away from one weapon(rocket launcher) dominating and it shares the space with 2-3 other weapons. However in 1997 (esp in australia with lack of broadband) when q2 was released the hitscan and hyperblaster were not really reliable. This means that rocket is once more king. On modern connections the hitscan in q2 is probably better than rockets by a large margin.

Quake3: Spawn (fist/Machinegun) then (Shotgun, plasma, grenade, rockets, rail, lightning).

There are is no tiers. Grab a gun and go kill stuff.

Unreal Tournament (ut99): spawn (Piston/pistol), T1 (Biorifle, ripper), T2 (pulse rifle, shock rifle, sniper rifle, minigun, rocket launcher, flak canon).

Again no tiers – if you happened to spawn near a bio or ripper you would be about 2 seconds away from a good gun anyway. Add to this that EU played with weaponstay on and you have very few things to control.

Beyond the spawn weapon and the brief look at rocket launchers in quakeworld, each weapon does not need an indepth look. It is good if a weapon provides interesting utility but is not a mainstay, for example the grenade launcher in the quakes, the LG in some levels in quakeworld.

Armour and items

A quick look at item systems on offer is needed.

Quakeworld: Red armour(200@80%), Yellow armour (150@60%), Green armour (100@30%). A lesser armor cannot be picked up when there is active better armor that absorbs more. eg 100red > 150 yellow. Spawns 20 seconds after pickup

Quad spawns every minute. Mega spawns 20 seconds after health is used. Pentagram (invunl) spawns every 5 minutes. A game runs for 20 minutes.

Quake 2: Body armor(100, stacks to 200@80%) Combat armor (50, stacks to 100@60%), Jacket armor(25, stacks to 50@30%). eg 100red > 150 yellow. With the cut down values it takes longer to get a reliable stacked team. Spawns 25 seconds after pickup.

Quake 3: Yellow armor (50@66%), red armor(100@66%). Armors stack to 200 total from any source. Spawns 25seconds after pickup.

Quad and mega times are map dependant, usually 1-2 minutes.

Unreal Tournament: Thigh Pads (50, stacks to 150 armor@50%), Jacket armor (100, stacks to 150@75%), Shieldbelt (150 armor@100%). Somehow these stack together, the easiest is jacket+pads. Lesser two spawn 27.5 seconds after pickup, shieldbelt spawns 55 seconds after pickup.

Quad (amp in ut) spawns every 110 seconds. Mega is not in any popular TDM maps (a shame).

A brief look at quakeworld TDM

In case you haven’t noticed I am harping on QW TDM. While I have never really played this in a competitive format it is perfect for demonstrating how good TDM can be. We can work backward from here through the quakes and unreals to see how it has been degraded each release.

In quakeworld the important items are as follow.

– Weapons. When weapons are referred to this means rocket launchers or less often shaft.
– Armor. The armor your team wants is the red one.
– Quad. Needs to be addressed every minute or so

Maps are typically split in half or into parts, with an in control team playing specific rooms/points and the out of control team playing weaker points.

DM3 is one of the most popular TDM quakeworld maps. Read my post here about TDM and a more indepth look at quakeworld TDM.

Read part 3, how scavenger should work as a real TDM gametype

BF3 Aftermath – Scavenger – A new take on team deathmatch and free for all or a failed experiment in stupid gametypes by DICE?

It has the potential to revitalise the competitive community. It is an opportunity to revitalise FPS. It is TDM.

So the upcoming DLC/expansion/whatever you want to call it has a new gametype, called scavenger. The basic premise is simple, and to the older audience will be familiar. Players spawn with minimal gear. A knife, a single M67 hand grenade and a pistol with no ammo.

From here players “scavenge” gear from the map. Since scavenger was only announced a few hours ago details are rather light, however DICE seem to have a record of doing things “the wrong way” so some speculation is required. Lets look at how it could work, how it should work and how DICE will probably botch it completely.

First up some old school TDM education for any younger players out there or those that played but did not understand what the goal in team deathmatch in quake or unreal boiled down to.

Control via Items was the goals, not killing the enemy. “Getting the most points” posted as the BF3 TDM goal quite often on whirlpool. Much the same way point control (thus bleeding tickets and forcing the other team to attack rather than defend) is the goal in Battlefield 3 Conquest, not “getting the other team to zero first”.

So how would this work? In older games, teamwork and coordination played a large part. Again on whirlpool many posters call out quakes and unreals as “twitch shooters”, yet they have more depth than cod or bf.. For instance in quakeworld TDM the goal was to try to get rocket launchers for your team mates (ie not pick up the weapon, TDM was played with weapon stay off), save/camp armour for team mates if you already had it, group together after being killed and secure parts of the map. For the majority of a game the goal would be to secure the red armour area as the “leading team” and the yellow armour area as the “down” team. Area control, much like in conquest. However simply controlling the area is not how you win. You win by using the resources your team has locked down to kill the opposing team. However this all goes out the window every few minutes when the quad spawns. When the quad is spawning your team needs to move on the spawn area and try to secure that without giving up whatever you were previously controlling. You can offset times of items in order to disallow quad being used to take your rocket launcher area for instance.. This does not exist in BF3 conquest. You have three flags to the enemies two – you can dig in and try to defend them, and most teams will do just that.

An example of a spot to secure in unreal tournament (ut99) is the portal from the bottom of deck16][ to above the lifts. Locking this down by either controlling the teleport entrance near the slime – or hanging around in the rafters near redeemer at the lift end would acheive this. Why would you do it? To cut the opponents options for attacking. Doing this does nothing to the points in the game but restricts the enemy movement and options. I think the lower port is the better play: easy to escape, good view of anyone from the other team dropping down, view of the belt and boots.

Another example is on DM2 in Quakeworld. This map is very light on weapons (one rocket launcher) and the aim is to get as many of your team rocket launchers as possible. When you get your RL you should be guarding the red armour. However on DM2 the best way to do this is not in the RA room, or anywhere near it really. It is outside at ring (invisibility). From here you can cover the RA room, the megahealth below ring which is also a corridor of travel from one side of the map to the other and you can cover the quad platform opposite. Getting a player to ring with a rocket launcher is quite important when you have RA control, or to take RA control.

But the real goal was items – the big important ones. Armours were camped and defended, but the goal was to get a stacked player on a quad and then retake shorter spawn item (armours/weapons) from the enemy team.

In quakeworld the weapon your entire team needed was rocket launchers – thus the goal was to go for these as well as armour. As time went by the “tiered” weapon balance disappeared. In Quake2 there were tiers, but to a lesser extent as there were many tier 1 items that were worth using.. In Quake 3 there were really no tiers as all weapons were quite good in specific circumstances. Unreal tournament had tiers but it was 2 crap ones (besides the spawn weapon) and about 8 decent weapons. This led to everyone having a decent gun compared to Quakeworlds rocket launcher scenario that took at minimum 2 minutes to get a full four rocket launchers. This is fine and just different. UT failed for TDM in other ways but for now that is enough.

Item driven gametypes, if done correctly, are much better. The items are the goal because they allow better killing and less dying. Simply locking down an area but not killing anything does little for your team. Items force conflict in a better way than flags and items are dynamic and give more options: Rocket launchers, Red armour, Quad… what to pick right now?

Maybe your team decides to secure armour next, or weapons, or quad is soon and you should abandon that plan and go for it? Or maybe ignore quad and try to get other items while the other team takes quad.

This is especially true for pub gaming where players generally play for kills and KDR. If the goal is to not die and kill lots of bad guys then getting armour and denying the quad is quite important, both to the overall game from a team point of view as well as the individual stats. I think TDM done well would be the best pub game possible because once everyone understands the goals, which improve KDR, everyone will be PTFO.

So yes, the overall idea was to kill the most but the goal was to secure resources and control areas that allowed this to happen. Few people really understood this (in 2000) and TDM between teams just below the best was quite often simply a free for all with two groups. I don’t think any teams I ever played against understood why we camped the bottom teleport on deck.

Lack of items is why TDM in COD and BF is so fail. Where is the reason to head out from your camp setup. There isn’t one. Competitive TDM in battlefield 3 would be a joke.

I think it is sad that TDM has gone the way of the dodo and instead we have conquest, bombs and flags as objectives. These games are pushed as having objective based gameplay but it has always been there – right from Quakeworld. Objectives have always existed and they were way more dynamic and interesting that conquest points.

Read part 2

The death of teamplay in Battlefield 3

Part 4 (Read Part 3 – Teamplay is not what you think)
Index

The Battlefield 3 community in Australia is very fond of some features no longer found in the game. The first of these is in game voice and the second is the commander role. The cries are loud for bringing these features back to improve teamplay, especially on public servers.

I have never played as the commander in BF2. After watching a youtube video the impression I get is the role boils down to issuing macro commands to squads, dropping ammo and vehicles. Or something. For the sake of this post we only care about issuing of orders to squads. “Attack here”, “Defend here” etc.

Battlefield 3 handed this feature off to the squad leader, so the option is still there, just without the overall “strategy” from one person overseeing it. Before looking at the efficacy of one guy telling you where to go, or even your squad leader we need to remember one thing – teamplay is the decisions you and your team mates make in relation to each other. With this in mind would an overall guy telling you where to go generate lots of teamplay options? In my opinion it would not. The orders the commander can give are very broad. Go to B. Defend A.

This is nothing to do with teamplay. If teamplay was heavily dependant on the interplay of different squads, mapwide then this would be the case. However because commander is so macro and not about individual interplay we end up with something that is not really about teamplay.

Not to say that commander is useless, I think it would be a decent feature to include, just remember it will not create excellent teamplay by itself, as it is too big picture. What if it was smaller scale? It would not work – issuing commanders to individuals that may or may not take note of them or issuing commands at some crazy rate like an RTS to take into account player movement?. No thanks!

In game voice is the other feature repeatedly mentioned that would improve teamplay. Again I have to disagree. With spotting there is less requirement to call out enemy players. With the map there is no requirement to tell your teammates where you are so they can adjust their play accordingly. Playing defence in 4v4 (squad rush) on metro I can look and see that one guy is in lockers and two guys are at plants. With the map it is even possibly to see where the players are facing and with that information place myself at the best possible position. This is in stark contrast to quakeworld that ban team overlay in higher divisions and force players to use binds and voice to slow down the flow of information. If battlefield 3 did not have the map or spotting then I can understand voice being more important. Because of its existence the smaller scale of teamplay is unneeded. A scenario is required to illustrate how the game would work without the map. Defending first mcocm on metro squad rush.

Player1 – I am at lockers covering corridor
Player2 – I am at right garden covering side stairs
Player3 – I am at gates mid covering front stairs lifts and back stairs

From this I can then make my play* which will be acceptable until my team mates move, which without the map would be communicated using voice.Keep in mind that these can change – if three enemy push lockers then one of the players outside rotating to either shoot them in the back or assist inside is beneficial.

*Lockers side door to cover backstairs/right hand lifts/left hand lifts for those interested.

Teamplay is the small scale movement interplay of team mates, it is helped by voice comms but much is done with no specific communication. This is especially true in BF3 where the map can facilitate most movement.

Situnational Awareness as a Primer to Battlefield 3 Teamplay

This is part 2 of a series about teamplay
Read Part 1 – Teamplay is not what you think
Index

Sidebar: Situational Awareness and Teamplay

There is a post on reddit about situational awareness in Battlefield 3. It is a good post, but at the same time a very basic post; albeit a very long wordy, basic post. The ideas it discusses are basic tenets of FPS games. The fact that this post is so popular yet basic and garners much attention after more than 15 years of FPS (Quakeworld being the first) is a somewhat sad statement about gamers. Firstly the fact that it is popular and is linked to frequently indicates that players are not really learning, even after all this time. Secondly, in the same vein, the fact that it is linked to points to the fact that there is very little content out there about this sort of thing. And there really is not that much content. Want to aim better or talk about mice/keyboards? Not a problem. Discussions about what to do in situation XYZ? Not a chance.

That post is the start of good team play. That post is about self, but can easily be expanded into team. That post is FPS basics, but also key to understanding FPS, by yourself and as a team.

Most players get hung up on improving aim, while this is good to a point* the reason you lose 1v1 fights is because the other guy is more aware than you are. He knows you are coming and is preparing before he sees you. On the other hand you playing on reaction.

On top of situational awareness gaming is about creating opportunities and position that gives you the advantage. Decisions and actions in game that are the “safe bet” are generally the better option, even in pub games. That is a topic for another day, possibly never since it is difficult to articulate into words.

*Reliable mouse, low sens, decent mat. Stop changing your sensitivity.

Read Part 3 – Teamplay is not what you think

So what exactly is team play in Battlefield 3?

This is part 3 of a series about teamplay
Read Part 2 – Situational awareness as a primer to teamplay
Index

Teamwork is small scale thing – a squad is a good size, two squads make it difficult to keep track of important things, but at the same time just flooding an enemy position is also teamplay.
Teamplay at a most basic level. An example of team play would be reading the game, seeing what your squad mates are doing and filling in the spot that is vacant, assisting them, or reacting to a situation based on how your nearby team mates are playing. It is not dropping ammo next to a team mate.

Teamplay boils down to small scale tactics.

Examples of teamplay at a basic level

Your squad is in a room with two entrances, defending. You cover two players per entry. An enemy squad tries to push the left hand entrance. As an individual have a number of teamplay options.

1. One player assist on the second entry
2. Two players assist on the second door*
3. One player from the inactive pair pushes out to flank the attackers
4. Both inactive players push to flank
5. More

*2. This changes your options. If you assisted first and your partner also assists you can opt to go back to covering the other door. I would say that also assisting if your partner does first is almost always the wrong teamplay call, it is the greedy call that gets your squad wiped by the guy coming from the entrance you were covering. The good call if you assist first and your opponent assists is for you to go back to covering the second entrance, even if it means not getting kills from that push.

This applies to all the above – as soon as something changes your options adjust. The options you have when two players are covering each entrance are no longer the options you have when one of the above (or other permutations of the above) occur.

Someone on entrance one dies or both die?

A grenade gets thrown in and forces your teammates on the other entrance out of cover?

Someone pushes your entrance and kills your partner?

The list goes on, there is really not much point listing everything because.. there are too many

These options may sound like individual choices, and they are – but they are what make up teamplay. Decisions like this are core to FPS gaming unless you are at the most basic level. You may be quite good and not even realise that you do this, but once you stop and think about it tou will start to take note of things.

Teamplay is not about game mechanics. It is about reacting to the situation to secure the best outcome. It does not need excessive communication, especially in a game like Battlefield 3 where you have a map with your buddies on it. You can see what they are doing and where you need to be.

Read part 4: The death of teamplay

What is teamplay? For Battlefield 3, COD, MOH and other games.

What is teamplay? For Battlefield 3, COD and other games.

@36457045 ´Milan` writes…
[“Friggin DICE & their neglect toward encouraging teamwork in this game…..”]
http://forums.whirlpool.net.au/forum-replies.cfm?t=1988330&p=67#r1322

I started this post before Milan said this. Good timing 😀

This is a four part article about teamplay and what is/is not teamplay.

What is not teamplay?
It is important to understand what teamplay is, you will become a better player when you know what constitutes a good team member. Read more..

Situnational Awareness and Teamplay
A primer to introduce the idea that teamplay is really an extension of situation awareness. The interplay of your team with the enemy and the game enviroment is paramount to becoming a better team member. Read More..

So what is team play?
A breakdown of how simple, yet difficult good teamplay is. Read More..

The Death of Teamplay
The Australian bf3 community thinks that DICE have killed teamplay with the latest version of battlefield by leaving out commander and in game voice. Read More..

Teamplay in Battlefield (and gaming in general) is Probably not what you think.

This is part 1 of a series about teamplay
Index

Battlefield 3 teamwork is not what you think it is.

It is not

  • Giving ammo to your team members when they ask*
  • Giving health to your team members when they ask*
  • Reviving team mates
  • Repairing a vehicle while someone else drives it
  • Being the gunner in an attack chopper while your friend flys

*or even before, that does not make you a good team player either.

Why are these examples not team play? Becuase they are simply actions you can perform as a player. The above are examples of class utility. These actions do not lead to your team being in a superior situation*, you might think they do, but really they don’t. If you think dropping that ammo pack was the peak of teamplay that won you a game then the rest of your teamplay was so amazingly lacking that you should quit. Right now.

*that is what gaming is all about, not killing, creating situations that lead to your team curb stomping the other.

Are the following examples of teamplay?

  • Shooting your gun
  • Pressing sprint
  • Changing your weapon

Of course not.

The first list are simple game mechanics and most developers have been including similar ideas in team games for the past ten years to make their game “team based” when in fact the actions by themselves do nothing of the sort. These types of mechanics are an attempt by developers to force people to play together. Sometimes these utilities achieve this, other times they don’t. However after everything is said and done these are not team play.

The problem is that at best they promote playing near each other, not playing as a team. At worst they are simply a joke and because of other mechanics or settings in the game they just don’t promote playing together, or even playing near each other, enough for it to matter at all.

Dropping ammo in BF3 is a good example of a poorly implemented mechanic. Some assumptions first: You are playing as engineer or assault, with one of the popular assault rifles or carbines. Lets pretend your squad is not running the ammo perk – which means you have 31 bullets in your weapon when you spawn and around 150 for reloading. If you are playing with a support team mate and that you manage to kill two players every 30 bullets or so, you will need their ammo pack every 6-7 kills.

Very few players run 6:1 kill rate, even with revives in a competitive game. On a pub as infantry only very good players achieve this frequently. In a competitive game most players will be running a popular setup so ammo becomes less of an issue. Kill a guy on your second last reload and take his weapon. Done.

If a player happens to go 6:1 and needs a top up they will seek out a support player. This is the “teamplay” mechanic that DICE have tried to force on support. From assault perspective this works decently because you always need health and revives are very useful. Ammo from support is so unimportant that it basically forces none of the teamplay DICE want. This is an example of a poorly implemented teamplay mechanic.

And to top it off you don’t even need to go to the support player – simply kill someone and pick up a kit.

Remember, giving ammo is not teamplay but the mechanic is how DICE attempt to force teamplay, at least what they consider teamplay. In this case giving ammo.

“Fixing” this would involve spawning players with 60 bullets and making them seek out support. This has the opposite effect and is rather unfun. It would lead to weird situations in smaller scale servers without support class running out of ammo extremely quickly. Not very fun either.

I am not a great BF3 player. My background is pretty good however. Reading whirlpool Battlefield 3 section I am always amused by the rage at support players from other posters. I have played with many of these guys and they are worse than me. I rarely need ammo and the amount of angst they direct at support is rather unbelievable.

Continue reading Part 2

Is the SPAS Overpowered in BF3? The OP SPAS-12 of Battlefield 3

Cries of “OP” and nerf have rung out since the close quarters patch/DLC in June but the SPAS issue (if it is an issue) go back further than this. In the original release of the game the MCS-870 was quite beastly, however few people used it due to the USAS reigning supreme. Here is a timeline of patch releases and non-semi shotgun usefulness.

Original release : The 870 was decent with buck and flechette ammo but lacking with slugs. However because of the semi auto shotguns, mainly the USAS-12 being portable nucelar launcher (with frag rounds) it rarely got wheeled out. It was good at close-medium range, dropping other players with one buckshot round. The M26 had lower damage than the 870 at this point.

The Suppression Patch : This patch nerfed the USAS, DAO-12 and other semi shotguns, however it also nerfed all weapons when suppressed. Only a small amount of suppression was required to make bullets fire off miles away from where you were aiming. Because of this the 870 was rather useless unless you got the first shot and happened to kill them. This patched buffed the M26 to be on par per shot for the MCS870, however it also introduce the “Dart bug” which gave the M26 bugged damage. Because of this it was not used often and players were quite often kicked when playing with.

Because of suppression the 870 was not overly useful, however it had been slightly buffed in buck form as well as a rather nice slug buff. Namely upper chest now received a 1.5 headshot multiplier so one hit kills were the order of the day. Or rather would have been had you been able to hit anything with it due to suppression.

This is the point where the pump shotguns were majorly buffed. Slugs and upperchest/headshots turned these bad boys into killing machines.

Quite a few months elapsed. Some people used the auto shotguns in this time because of the quicker followup shot if you were suppressed, but most players stuck to the assault rifles.

The CQ Patch : The Close Quarters patch introduced the SPAS-12 and toned suppression (namely spread and recoil) way back. It is still effective but a single bullet will no longer make you completely inaccurate. Enter the pump action shotgun.

The suppression change was a massive buff to both the MCS870 and the new premium weapon, the SPAS. Either of these weapons would have been shouted down for being overpowered, however the SPAS received most of the rage? Why? Because everyone was using their new gun! Also it looks somewhat cooler than the 870.

With suppression toned down the pump shotguns could really shine. Along with the upper chest buff from the previous patch they were now truely in their place. Close combat monsters.

So is the SPAS really overpowerd?

I think this problem is similar to the M16A3 overpoweredness. It is more obvious because many people are using the SPAS. I could run with the 870 and not get raged at, while everyone and their dog would want to ban my sorry ass for using the SPAS*. So no, the SPAS is no more overpowered than the 870 is.

*I don’t use it because I cannot be bothered unlocking stuff for it.

SPAS vs 870

The SPAS and 870 are almost identical. The 870MCS has a slightly slower rate of fire; it has an extra pellet for buck and flechette rounds. This means it has a higher damage if you hit all those rounds at close range. Both the pump shotguns have the same damage for slug ammo. Because the SPAS has a higher rate of fire (we are talking very minimal) it is “better”. Ideally you want to one shot people so the followup shot is not amazingly important.

Few players use slug rounds and so I am going to put it out there right now: the SPAS is not overpowered, in fact most of the players run buck or flechette. Because of this they are actually taking the less than ideal weapon as the 870 has higher damage potential.

So there we have it. Another case of overuse = overpowered. Not.

F2000 in BF3 and attachments: You have got to use it now for assignments;

The F2000 was slightly buffed in the Close Quarters patch, it is now somewhat useful. The Bullpup style Assault rifles in BF3 are superior to their regular AR friends for hip firing but both the F2000 and FAMAS are somewhat lacking for ADS and longer range use. The F2000 and FAMAS are now some of the best close range hip firing guns in the game, probably only outclassed by the pump shotguns (MC870 and SPAS) at close range. The P90 is still good with laser (possibly slightly more accurate when hip firing) but the higher rate of fire and higher damage of the assault rifles are generally better. Both the F2000 and FAMAS are let down by long reload times. Also when hip firing with the F2000 it pays to quickly burst rather than full auto as the recoil and spread are not really manageable on full.

F2000 Attachments

As per my other article that outlines attachments in general, the F2000 setup should accentuate the best features of the weapon. This means attachments will make your weapon operate better from the hip. For this you have two options: laser sight or suppressor. I presonally like the laser sight as it seems much more effective. The suppressor is still useful thanks to its spread reduction. However the drop off and damage drop off, even for close range is a bit of a killer. You want to steer away from the heavy barrel; it has a negative hip fire modifier. Foregrip is intended for this type of setup so you can take it!

Tips for hip firing the F2000

The primary benefit of hip firing is being able to respond before your opponent (if they are going to aim down sights) and if they don’t ADS then hopefully your setup with laser sight will crush them. One important point to remember is to go easy on the sprint; it totally kills your reoil/spread modifiers and will stop you hitting anything. When you approach a corner I would suggest killing spring and corner aiming around the corner. Practicing in the middle of Noshahr TDM is a good idea.