Vehicular Teamwork makes the Dream work?
- Tom Belous (The Lanky Soldier)
- Jul 22
- 2 min read
Episode 11: Vehicular Teamwork makes the Dream work?
Released on September 20, 2015
Length: 1 hour & 19min
HIGHLIGHTS:
Community Map Updates:
The community map is in alpha, focusing on bug fixing and polishing.
Redesigned game modes include Capture the Flag, Chain Link, and Rush, with Rush now having additional MCOMs.
A new "Pick a Weapon" feature was added.
Spawn points for Capture the Flag have been improved for better randomness.
New Battle Pickup - M60 UTL:
Added to the game: an M60 with explosive rounds, cannot aim down sights, only hip fire.
Features a grenade icon with a smiley face.
Damage to light vehicles and buildings is possible; splash damage from feet shots.
Cannot ADS while moving with this weapon.
Vehicle & Anti-Air Changes:
Stingers now require two missiles to kill a helicopter, down from three.
Countermeasures like flares and ECM are buffed, cooldowns reduced.
The extinguisher's role is discussed; it now removes mobility hits but not disables.
Concerns about balancing air vehicles and the impact of these changes.
The handling of helicopters and the ability to shoot through windscreens is debated, including the implications for different helicopter models like the Little Bird.
Transport Vehicle & Rocket Launcher Restrictions:
Launchers (like RPGs and Stingers) cannot be used from passenger seats in helicopters and boats.
Developers consider making certain weapons weapon-specific for transport seats.
The impact on teamwork and gameplay tactics is discussed, with some arguing it punishes coordinated team play.
Tank Speed & Physics:
All tanks, except the Abrams, received speed increases; Abrams now the fastest at 62 km/h.
The reasoning behind speed buffs is linked to balancing and deployment times.
The inherent velocity of shells is introduced, affecting shot accuracy when moving.
The importance of leading targets at range and the physics of shell deviation are discussed.
Smoke Screen & Visual Effects:
The smoke screen buff in CTE initially created large, effective smoke clouds.
Recent changes reduced smoke to small puffs, making it less effective.
The reasoning is tied to balancing zoom optics and visual clarity.
Debates on whether damage reduction or visual effects should be adjusted instead.
The use of thermal camo in conjunction with smoke is suggested for better stealth.
Game Development & Community Feedback:
The importance of testing changes in CTE and being open-minded.
The role of community feedback in shaping updates.
The development process involves testing, iteration, and balancing based on player input.
Historical & Development Insights:
A Battlefield developer from Stockholm discusses the creation of Battlefield 3 and 4.
The original plan for Battlefield 3 was PC-only; consoles were added later.
Development challenges include hardware limitations, level design tricks, and balancing.
The linearity of single-player campaigns and design choices are critiqued.
The video link provided offers an inside look at game development.
Community & Industry Perspective:
The podcast emphasizes that many changes are experimental, with some testing future features.
The importance of patience and understanding in game development.
The community's role in providing feedback and trying out new updates.