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Vehicular Teamwork makes the Dream work?

  • Writer: Tom Belous (The Lanky Soldier)
    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.

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