Not much demand for field ops


(.Chris.) #21

I think he’s getting the two mixed up, he talks about arty then asked for fire for effect to be added which are the same thing and is already added in the game with Field Ops2.

For clarification, air strike is the one with the beacon thrown on the ground followed by a quick succession of linear explosions after a delay. This is used by field ops 1.

Artillery is the one where you use a laser device to target an area followed by a slow succession of randomly placed explosions after a delay. This is used by field ops 2.

Regarding the air strike, it would be cool if we could see the aircraft like in ET:QW.


(DarkangelUK) #22

[QUOTE=.Chris.;415152]
Regarding the air strike, it would be cool if we could see the aircraft like in ET:QW.[/QUOTE]

There is an aircraft that flies by, its just really high and quite fast so blink and you miss it.


(murka) #23

The problem mostly is the lack of clear frontlines. This wasn’t a problem on Camden and defenders clearly had certain choke points where they would be. A field opt could just go to one, drop a few pack and surely a few medics will pick them up.
The other maps however are too… dynamic? Players are just all around the map with no clear frontlines or clusters miles apart from eachother. The latter is mostly on London Bridge where the defenders have to go to the stairs to hold that key area and others have to go to the objective itself. If the first area isn’t covered, huge spawnrape will occur.

Oh and about grenades from ammo packs. NO, just NO. Maybe increase grenade count to 2/3 if anything.


(stealth6) #24

Last night I noticed another thing that could be looked at: Iron sight for arty. What is that? A huge red blur, I’d never used ironsights before, but after trying it I don’t think I will again :smiley:


(iwound) #25

i think the arty laser scope could do with a zoom and a distance indicater.


(.Chris.) #26

Was that added recently? I’ve looked for them when first started but didn’t notice anything but just checked now and it’s quite noticeable.


(SinDonor) #27

Harder to see on OBJ London Bridge, it’s foggy up there. Other levels with clear skies, it’s easier to see it. Been up there since I started alpha testing 2 weeks ago.


(Valdez) #28

Right now with the way the spawn times are its basically just an ffa, they do not encourage team play. Nobody cares if they die since they respawn in 8 seconds, so they just refill on ammo that way.


(iwound) #29

true. longer spawn wave is better imo i like to relax a little inbetween deaths.


(INF3RN0) #30

Considering I rarely even get love from the group field ops, I always choose to kill out to refill on ammo.


(tokamak) #31

This is problematic indeed. And it’s not just for refilling ammo, people just act frivolously because the penalty of dying is actually very mild.

Players really need to lose something when they die. A long spawn time isn’t really the solution. Simply losing time takes you out of the game.


(stealth6) #32

[QUOTE=tokamak;415327]This is problematic indeed. And it’s not just for refilling ammo, people just act frivolously because the penalty of dying is actually very mild.

Players really need to lose something when they die. A long spawn time isn’t really the solution. Simply losing time takes you out of the game.[/QUOTE]

My opinion is the complete opposite. I like more arcade style games and I love the way the selfkills were timed in W:ET. It’s not like you loose nothing. You loose your position and you have to waste precious time to get back there.


(warbie) #33

Agreed. As soon as people start to guard their lives preciously team play suffers we end up with people hiding and not pushing forward. DB needs to be a game for super soldiers - crashing through bottlenecks with little fear for your own safety! Trust in your medics to pick you up.


(iwound) #34

unfortunately your medic has died at the front then spawned at the rear. you may see him as he passes your lifeless corpse.
A team that leaves together, fights together. a team that doesnt, isnt a team.


(warbie) #35

That’s a separate issue - DB doesn’t really promote people sticking together at the moment.


(stealth6) #36

It doesn’t promote it as in reward it with XP? My most enjoyable matches have been when I can work together with at least 1 other person. Sticking together gives you the upper hand in fire fights and you can get a lot more done. Most of the time though people seem to be playing their own game and not really taking notice of their teammates.

The only thing I think could be done better is the respawn system. It’s so fast that you’re team keeps trickling in, instead of coming in waves.


(warbie) #37

I mean given how quick deaths are and how easy it is to hide and get the drop on people, lone wolfing and playing for kills is too effective. The lack of choke points doesn’t result in teams hanging out together either. Other things like the lack of revive immunity etc also have an impact. It didn’t take long for me to adjust from the RTCW/ET way of trying to revive people in combat to strengthen the push to leaving them on the ground in DB, unless the area was clear of course.


(INF3RN0) #38

I strongly consider FOPS to be lacking as a team asset. Sure we all need ammo, but usually I just find respawning to be a good enough alternative to the FOPS who can’t seem to get to me quick enough. Airstrikes are just not dependable and I really just see them used to disable escort vehicles. I don’t want to stray down the path of giving ridiculous gimmicky abilities to each class just to make them feel more unique. Covert is occasionally put in the same boat as FOPS, and I can agree to some extent- however I think it’s just the hardest to master at this point and some future pros will make it viable. So here are a few ideas I have for giving worth to the FOPS and I would appreciate some feedback.

-All classes spawn with less ammo
-Airstrikes execute faster
-Fops2 gets a smoke grenade
-Fops1 gets a small immobile deploy-able shield with a gun slot, which absorbs a specific amount of damage


(tokamak) #39

Agreed except I’m not to sure about the deployable shield. But any new toys should definitely be in that direction (like the distraction grenade in CSGO)

I want airstrikes and artillery to be employable more frequently but be less lethal and instead send players flying.


(INF3RN0) #40

[QUOTE=tokamak;416145]Agreed except I’m not to sure about the deployable shield. But any new toys should definitely be in that direction (like the distraction grenade in CSGO)

I want airstrikes and artillery to be employable more frequently but be less lethal and instead send players flying.[/QUOTE]

Shield was just an idea from the ETQW oppressor. I found that the shield offered a lot of value on certain objectives- usually plants or hacks. I wouldn’t want them to be very big in DB though, but just enough for one person to crouch behind maybe. It would also offer some interesting play style for the field ops, being able to drop some temporary cover for themselves. whether they are targetting arty or shooting at someone.