Battlefield: Bad Company 2 is the second installment in this spin-off Battlefield series. It has a more serious campaign and a vastly expanded multiplayer system.
Except it's pretty much busted by broken game mechanics. Destroying m-coms 15sec after the game starts by using the atv with 6 c4 strapped to it = not fun.
Haven't been C4'ing crates in the demo. Did it once in a while in the PS3 Beta - but as far as I know, it takes more than 6 sticks of C4 in the lastest build of the game, according to the changelog. Also, such tactics work only on a few crates. Given the fact, that this tactic has been taken into account into the overall mapbalance I believe it's pretty awesome and legit to pull of such a thing with an 'jihaad' ATV. Gotta try it out myself in tonights playsession.
That's Battlefield for you. Everything goes. Imagine it. Do it. ???. Profit.
@Seppli: Its 12 C4, I set up a squad with 3 of my friends earlier and did it, me as driver, and 3 shotgun assaults, strapped 12 c4 to the front of the atv, raced down to A on the first base, smashed the door in and slammed it against the crate and boom instant destruction =D
Yeah - just did a couple of rounds attacking as Assault with shotty and C4. Definitly takes more than 6 sticks of C4 on consoles. Will see how it will turn out on release. I don't mind these tactics anyways. You can't just blast away any crate on the map in that fashion. Some people don't understand that some maptiers (especially the early ones) are intended to be easy to take and hard to defend. A round shouldn't end in maptier 1, hence the exposed crates in destructible buildings.
Let's look at the mapbalance of Port Valdez - maptier by maptier.
First maptier - 1 crate in destructible building/1 crate out in the open - attackers have the high ground and tons of vehicles
Second maptier - both crates in destructible buildings - even ground, chokepoint with attacker advantage due to stronger vehicles
Third maptier - both crates in NON-destructible buildings - even ground, narrow chokepoint, defenders get very good assets (bradley and apache)
Final maptier - both crates in NON-destructible buildings - defenders have the high ground (good snipers can more or less keep less organized enemies from ever reaching the hilltop - a good Blackhawk crew can further supress the enemy at their spawn), easy to defend the crates
The overall mapbalance is great. It's a campaign. A story. A Battlefield narrative. It's like some people believe every maptier should be evenly balanced, but that's obviously not what Rush mode is about. Rush mode is about a dynamic Battlefield. The balance of the fight changes dramatically from maptier to maptier. Look at the overall mapbalance and it's pretty spot-on. Even with such 'cheap' tactics as jihaad jeeping crates in the early maptiers (albeit some tweaking should be done to make it harder).
" Except it's pretty much busted by broken game mechanics. Destroying m-coms 15sec after the game starts by using the atv with 6 c4 strapped to it = not fun. "
The beta is not using recent code. The demo takes 12 C4, which is plenty. Especially if you've already gotten used to defending the ultra weak beta crates that take only 6.
The demo represents the final game. The beta does not.
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