Curry-Hakase
Member
I'm ok with no more Bad Company. But where's 2143?
For me it was (BC2):
Rush was a new mode and maps were tuned for it.
Destruction 2.0.
Balance of vehicles vs. infantry, in particular air vs. infantry.
Map design.
I would like to add the sideways sprinting from BF3\4 to BC2 though....So Bad Company 2 was my favorite multiplayer game of all time. It's really disconcerting that DICE doesn't seem to understand what gave BC2 its magic and why so many fans of BC1/BC2 have been disappointed by the direction of the series since. Sure everyone has their own points and opinions but there's definitely a ton of consensus among my friends who have played for hundreds and thousands of hours as to what made it great. A lot of this is going to be through the lens of where I feel like the series has gone wrong since, but I'll try to focus on the beauty of BC2 without getting too negative:
- Rush - almost all of the maps were built with Rush in mind first. It's an amazing game mode that at its best that creates this amazing sense of push, pull and momentum between the attackers and defenders. When the maps are built for it and you have competent map designers. In BF3/4 many of the of the maps were made for conquest and then had Rush mashed in as an afterthought by designers that obviously didn't have a proper grasp on how Rush flows as a game mode. In BC2, if a map didn't work for a certain game mode, they just didn't include it. And player counts ranged from 24 on console to 32 on PC. So the designers were able to create a focused experience across platforms. In BF3/4 they decided to try and make every map play on every mode at every player count. Which made for a horrible experience on certain maps at the wrong mode/player count. There's no focused consistency of experience.
- functional destruction that directly effected gameplay and made maps play out differently every time. BF3+4 maps feature a lot more visually pleasing eye candy destruction, and "Levolution" events that play out the same every time. And many of the maps feature non destructible choke points that create repetition of experience. In BC2 you could visually trust what was destructible and what wasn't, and because the maps were so destructible in a way that focused on gameplay, no two matches ever played out quite the same.
- higher health/time to kill with weapons - Made for more insane rambo moments running across a field taking damage to just barely pull off this crazy maneuver. Higher gun skill level due to accuracy and focus on head shots. The higher damage model in BF3/4 promotes more cautious, slower gameplay and more emphasis on positioning and firing first over gun skill or whatever you want to call it. Which all makes for less "holy fuck how did I pull that off moments".
- Movement - I felt much more in control of my character in BC2 than BF3/4. Being able to jump high and precisely control movement in the air vs. getting locked into an uncontrollable vaulting motion or knifing animation. Parachutes that opened quickly and provided precise control, opening up vertical, arcade like gameplay. Lack of prone promoting faster paced gameplay. A real sense of weight to movement and action vs this floaty, sliding feeling I can't shake in BF3/4.
- sound design - to this day the best I've heard in any game I've ever played. Perfect surround sound that heavily enhanced the gameplay while making you feel like you were in the middle of an action movie. They got all the details right without any of the annoying little bugs that messed up my immersion in BF3/4.
- probably a whole number of other things I'll kick myself for forgetting, but it's too late and I need to sleep.
Basically, Bad Company 2 is so loved because it is a shooter with a more fun loving, arcade feel than the main series, that is focused around Rush and functional destruction, while providing an experience that has a lot of variety without the feature bloat that has been creeping into the BF series in every iteration since. It knows what it is, focuses on that experience, and does an excellent job of executing. Fingers crossed whenever BC3 comes along they can remember what made that magic happen...
Just quoting this from Reddit as I agree with just about every word:
Just quoting this from Reddit as I agree with just about every word:
I would like to add the sideways sprinting from BF3\4 to BC2 though....
As someone who played an absolute shit tonne of BFBC2 I'll have to disagree on the bolded Louis: without choppers having smoke the balance would have been perfect, but unfortunately Oasis Rush 1st and 2nd sets, Port Valdez 3rd set, and Valparaiso 3rd set are absolutely ruined by choppers if the enemy team have decent pilots, and you basically get arse raped without having any possible defence. I'm happy to elaborate if people disagree but I suspect the vets know exactly what I'm talking about.For me it was (BC2):
Rush was a new mode and maps were tuned for it.
Destruction 2.0.
Balance of vehicles vs. infantry, in particular air vs. infantry.
Map design.
Every kit was use-able and had its purpose, where now everyone can be assault and win a match
"But there's one thing that lingers with Bad Company that we've been asking ourselves: what is it that the people really liked about Bad Company?"
"It's scary to go back and try to remake an old fan favourite when actually no-one can really put their finger on what it is people love."
My man. This post deserves multiple internet high fives.First of all, so idiots don't dismiss this opinion as that if a 'console only' guy or BF noob, here's my BF history (with major platform):
- BF1942 (PC)
- BF2 (PC)
- BFBC1 (PS3)
- BF1943 (PS3)
- BFBC2 + Vietnam (PS3)
- BF3 + Premium (PS3)
- BF4 + Premium (PS4)
I never played BF2142 or the original BF Vietnam. For me, Rush in BFBC2 is not just the highlight of the BF series, but the best multiplayer I've ever played, full stop.
Why BFBC2 stands tall, especially in comparison to BF3/4:
- Proper scale of characters and vehicles (BFBC2 models felt large, BF3/4 models feel like pygmies and toys)
- 'Hollywood' sound as opposed to 'documentary' sound
- Nice weight to the controls: not laggy or ponderous, but also not COD-style twitch controls
- Beautifully bespoke and consistent destruction. I can explosives to any surface in BFBC2 and know exactly what will happen, but have NFI what will happen in BF3/4
- Maps that are perfect for Rush. You always have multiple options, and the map designs always encourage and reward tactical play. This is probably the biggest element. There is just enough concentration without limiting options, and there's a 'front' but always the potential for sneaking around the flanks.
- Perfect class balance where all classes bring something. Assault get best attacking weapons (AN-94, 40mm shotgun,etc) and unlimited ammo, but medics get crucial (and fast) revive ability and unlimited healing. Engineers are fantastic for vehicle warfare (crucial to BF), and recons can be long range or close quarters (with motion sensors and shotgun or VSS, etc) and get mortars or C4. There are always options within classes but they're still defined by their unique class ability. BF3/4 have no useful distinctions between classes any more really.
- Great unlock system. Encouraged ranking up but was never obnoxious like BF3/4.
- It felt like weapons/gadgets were there to offer you the right tool for the job, not to fill a checklist. It was nicely focused and everything felt unique and handcrafted. It didn't need 4 million weapons (most of which feel exactly the same) and 8 million sights and camo combinations.
- Shit felt powerful. That was down to audio, effects (explosions were tremendous), destruction, and animations (particularly of enemies being hit and/or dying).
- Everything felt solid and tangible in the world. This is a tricky one to explain, but the way everything interacts with everything else in the world felt right and added to the immersion. That covers how your player model interacted with the terrain, objects, vehicles, other players, and also covered how vehicles interacted with those things... it all just felt solid and correct. With BF3/4 it always feels like the world is physically wrong, like you're going to sink into the ground, half walk through a rock or wall, or that your vehicle or player is skating/sliding across the ground. As I said it's difficult to describe, but whenever I go back to BFBC2 after playing BF3/4 it's something that strikes me immediately. I guess it would come down to a combination if physics and clipping, but Frostbite 1.5 had it nailed while versions 2 and 3 have gotten it completely wrong.
As someone who played an absolute shit tonne of BFBC2 I'll have to disagree on the bolded Louis: without choppers having smoke the balance would have been perfect, but unfortunately Oasis Rush 1st and 2nd sets, Port Valdez 3rd set, and Valparaiso 3rd set are absolutely ruined by choppers if the enemy team have decent pilots, and you basically get arse raped without having any possible defence. I'm happy to elaborate if people disagree but I suspect the vets know exactly what I'm talking about.
"But there's one thing that lingers with Bad Company that we've been asking ourselves: what is it that the people really liked about Bad Company?
"Sure, I wouldnt mind another BC3, but I have no faith that they could actually pull it off the way id want it now. Interesting, not always serious, SP characters and story, more Rush oriented MP maps, quality over quantity of unlocks/gadgets. Streamlining game mechanics and UI. Completely leveling whole maps, HC not as strict, good netcode etc."
It doesn't inspire confidence in Mirror's Edge 2 or further Battlefield titles.
I cannot recall another developer with similar core staff/teams being so openly lost as to why their game was well received.
I think Hardline is the first BF game I won't be buying in a long long time. There are a LOT of great multi platform games coming on the second half of this year, I think I won't have time for Hardline. It makes me sad to realize this. :-(
I think DICE/EA has just been caught up in the spectacle, of bigger and more. Which does not always equate to better. Sort of what has hurt COD. IMO
I dont know how you think ghosts is going back to cod 4 when it has nothing similar to cod 4. I shoot a guy in the chest at the end of the game and he drags me from the beach. I go into space to shoot people in space. Im in a giant skyscraper that is blown up by evil bad guy. The story is over the top tripe. Multiplayer is a cesspool of spawn issues, bugs, and the maps are just bad compared to previous games.Interesting, I kind of felt Ghosts was trying to step back a bit towards the core gameplay of say CoD 4 and it seemed to take a lot of getting used to for me. I had to play for a lot of hours before I started enjoying it. So even though a lot of the fans were asking for less stuff and a return to gunplay I think ultimately they missed their OP killstreaks and other stuff.
Of course I could be totally off base.
Humour/light heartedness.
Focused objective mode and maps built around that one mode. Other modes supported around it as well.
Balanced map design.
Varied map design.
Very specific classes aided by a decent variety but not OTT weapons and equipment.
A blatant disregard in copying its competitors.
Hire me.
I don't think it'll happen since they've incorporated what makes Bad Company into Battlefield 3 and 4.
I think DICE/EA has just been caught up in the spectacle, of bigger and more. Which does not always equate to better.
Interesting, I kind of felt Ghosts was trying to step back a bit towards the core gameplay of say CoD 4 and it seemed to take a lot of getting used to for me. I had to play for a lot of hours before I started enjoying it. So even though a lot of the fans were asking for less stuff and a return to gunplay I think ultimately they missed their OP killstreaks and other stuff.
Of course I could be totally off base.
This was before they improved the netcode.
I think their biggest fear is that they would need to pair back or redirect what their priorities for the franchise have recently been. I feel that BF in general has become too bloated in mechanics and unlocks/gadgets. I think that BC had a nice balance. Easy to grasp but deep enough in its nuances that it was still a challenging and rewarding. But there was still plenty of room to expand and improve the BC series.
I think DICE/EA has just been caught up in the spectacle, of bigger and more. Which does not always equate to better. Sort of what has hurt COD. IMO
Also it was nice that BC2 worked when it launched(outside regular launch server issues)
As someone who played an absolute shit tonne of BFBC2 I'll have to disagree on the bolded Louis: without choppers having smoke the balance would have been perfect, but unfortunately Oasis Rush 1st and 2nd sets, Port Valdez 3rd set, and Valparaiso 3rd set are absolutely ruined by choppers if the enemy team have decent pilots, and you basically get arse raped without having any possible defence. I'm happy to elaborate if people disagree but I suspect the vets know exactly what I'm talking about.
I dont know how you think ghosts is going back to cod 4 when it has nothing similar to cod 4. I shoot a guy in the chest at the end of the game and he drags me from the beach. I go into space to shoot people in space. Im in a giant skyscraper that is blown up by evil bad guy. The story is over the top tripe. Multiplayer is a cesspool of spawn issues, bugs, and the maps are just bad compared to previous games.
DONT. You are missing nothing.Never played the SP
The fuck are you on? BF4 destroys every other battlefield ever made.
Nailed it. I don't think they'll ever get rid of the "RAMERIZ DO EVERYTHING" class problem that is Engineer in BF3/4 at this rate. :/ Give them more launchers, give them more mines. Give them more grenades. Answer 90% of situations by themselves. Easy modo.
At least in Bad Company 2, they had to either get rid of their AT launcher for mines, or get rid of their mines for the AT launcher. No "get rid of repair torch because really FUCK TEAM PLAY LOL" about it.
(Also the other numerous gadgets that aren't "C4 and main gadget/kit items" for the other classes)