legmek

legmek



16 May

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Originally posted by StinkySocky

I am honored by your presence sir

Just lurkin', sorry

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I'm glad you feel that way, I spent a LOT of time on the fortifications! Do you have any examples of the stuff you like vs dislike? :)


29 Mar

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Originally posted by LivingFaithlessness

I doubt you're reading, but I just wanted to say I absolutely LOVE the maps where you can take a very difficult/hidden path to the other side for a flank. One of the biggest disappointments to me is that you can't go to the other bridge hatch in breakthrough on Twisted Steel and come from behind, because you get out of bounds. I guess there must be a reason, but do you guys keep those routes in mind?

Yes we do, and I know exactly what hatch you’re talking about.

It’s written down and I’ll take a second look at it at some point (I’ll try to, anyway!).

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Originally posted by ssbmhero

All these conquest map ideas are great.

Where is the breakthrough and rush game modes though.

Yeah, where are the BT and Rush layouts, /u/ssbmhero ? Why haven't you delivered some already? :)

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Originally posted by NathaN3XpL05i0n

I'm assuming we get swim waggon as a transport.

Is this how you spell it? I wouldn't know. /u/kenturrac swim waggon is correct right? It kind of sounds like the name of a Hobbit carpenter.

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Originally posted by Mediocre_A_Tuin

The river is a bit of an issue, isn't it?

Essentially a third of the map is unusable.

I'd see the river as a thing that makes the ground flow more constricted and directed ("linear") - most of the time.

Somebody will go across the water and suprise your team. Maybe not every game, but sometimes.

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Originally posted by TrappinT-Rex

Who knows if anything comes of this but the devs are in this thread asking questions about the guy's ideas.

There are signs that point to Halvoy getting divided for other modes so I really, really, really hope this thread and the other give DICE ideas that they can implement soon.

The gameplay is so right but we just need newer maps. The base set just feel lacking.

We're also in this thread, reading your comments.

We're also in your brains, reading your thoughts.

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I like it, seems like you've thought about flow and giving an interesting macro flow - D overlooks C and E, so it has a strategically significant value, which also means G and B are great flags to use as staging for D.

C and E, since they're both close to the dam and between the two teams seems like they'd get a lot of combat, which also makes going A-C-E-F a linear kind of flow, sort of like A-C-F on Twisted Steel.

I rate it 8 out of 10 framed cat pictures.

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Sounds like Matt all right. You need to work on your spacebar usage buddy!


25 Mar

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Originally posted by Journaling_Greyhound

Is this a yes?

Its not a no, but I don't know if that means its a yes.


21 Mar

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I love this so much.

Its just a piece of so-hella'-stupid meta meme-ry and its amazing.


14 Mar

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Originally posted by stuwoo

As u/cedimedi said, previously you could switch to the other fire mode after shooting a round. Now you have to wait for a reload to switch fire mode.

A comment from u/braddock512 when asked was as follows:

It created an animation bug when switching ammo type between firing and reloading, so it was intentionally disabled for now. I'm chatting with one of our weapon devs right now to see what the status is.

This happened as a result of fixing not being able to switch to secondary.

Ah, thanks for clarifying. :)

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Originally posted by Forgd

Please fix Twisted Steel for the love of god. The attacker do not need a tank to take objectives in that mode. Its ridiculous to give them one. Playing Attack isn't fun cause its too easy. Playing defense isn't fun cause its impossible. Needs to be fixed ASAP.

So you'd rather not have a tank at all? Or one tank per team?


13 Mar

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Originally posted by stuwoo

Please fix mode switching between reloads. Loved this gun at the start.

Can you elaborate a little bit?

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I love this so much. Sharing it internally. Thank you 🙏 for making it


08 Mar

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Originally posted by natemach97

Hey! I have a question for ya that you may or may not be allowed to answer. When you say that "I designed the Rush setups on both" do you mean that you and only you designed it, or you worked with a team to design it and you were the lead on those? I understand if you're not allowed to tell me that, but I would love to know.

Also, I really enjoy seeing you and other DICE employees being more and more active on Reddit. Keep up the good work, wishing you and yours the best

I and only I set up where the objectives are placed, where the combat area is going to be and where the spawns are, as well as some other things, at least on Narvik and Twisted Steel.

I haven't designed the specifics of how Rush functions as a game mode, that is up to our great game-mode team. :)

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Originally posted by vitalityy

You need to look no further than the map design of BC2 and BF3 for inspiration on how to do rush correctly. I'm sure I dont need to tell you that the rush gamemode requires far more attention to detail than conquest due to the linear playstyle of the gamemode. I'm going to be honest, releasing rush 4 months post launch on only 3 maps seems like a way to set it up for failure, and die hard rush fans like myself don't hold much faith. I fear that fumbling this role-out in combination with the gamemode getting stale as its only 3 maps will lead to you guys saying "Hey guys we tried Rush, it just wasn't popular" and if thats the case, I and all the people I played rush with in past titles will be gone for good.

From my perspective at least, this is a chance to let you guys be in and help us define if Rush has a place in Battlefield V, and what that means. I'm very grateful that you and others spend so much time voicing your opinion in a constructive and detailed way - that way we can make the game greater, together. :)

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Originally posted by Kestrel1207

First of all I wanna apologize in case I came off as overly harsh when saying something like "absolutely atrocious", of course it's just massive exaggeration, you know how people do on the internet. Didn't mean to insult anyone's work or anything like that, obviously.

I didn't get a chance to play Narvik's second phase yet, unfortunately, but the 1st and 3rd sector on Narvik kind of has similar issues to the ones I mentioned for Twisted Steel.

1st phase Narvik currently is:

https://i.imgur.com/Iqz6R3O.jpg

It's pretty much the same thing. The MCOMs are very close to the out of bounds in direction of Attacker spawn again, meaning that essentially, if the Attacker can push out of his "spawn", they're directly at the MCOM.

Here's my very awful and not really thought out at all microsoft paint attempt to show what I'd change:

https://i.imgur.com/L9nIrg...

Read more

It might be just from my experience working on Breakthrough, but I've always been a little bit wary of giving defenders too much combat area movement away from the objectives because it can result in them taking positions the attackers doesn't expect (which is normally fine) and spend most of their time shooting said attackers in the side, which is a pretty common cause of frustration - "I get shot from everywhere" etc. Flanking and moving up as a defender is a valid strategy though - so those two things kind become two ends of a scale that have to be balanced.

That said, I agree with what you're saying and will take it to heart, and will likely at least change sector 1 Narvik. Thank you again for giving such detailed feedback. :)


07 Mar

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Originally posted by Reclusifer

Really dont see why they didnt just tweak the breakthrough maps ever so slightly. That would of sufficed.

Anything that you personally would like to see?