I'm sorry but I'm not even close to surprised that EA is doing something like this. To me it's not really a big deal because I play alot of games where my opponents have an edge as is.
I'll go out on a limb here and say that was someone elses idea... maybe some publisher of demonic descent beating them into submission.Logan Westbrook said:What's worse is that DICE has been making online multiplayer shooters for years, so you'd think it would know how unbalancing this bonus would be.
Well, while I'm pretty sure they were both fucked up when they were first usable, I'm talking about them in their current state. The 1911 still has decent accuracy[footnote]I've found it to be reliably accurate up to around 120 meters, but I've gotten kills up to 200 meters away. It is also great for CQBs, because the hip fire crosshair doesn't get bigger, no matter what you do[footnote]And by that, I mean moving, running, jumping, para-trooping, etc. Not firing.[/footnote]; and it's rather small to begin with.[/footnote], still a two-shot kill[footnote]Assuming you're using mags. If not, it's more likely to be a three hit kill.[/footnote], still a functional firing rate[footnote]Not videogame pistol tap-fast firing, not a noticeable delay, but normal,SmashLovesTitanQuest said:Actually, no. They were like that for two weeks until dice absolutely nerfed the shit out of both. And after that, they werent better in the slightest. Fast firing, low recoil, two hit kill? Well what about the 1911?Ramare said:They give you the ability to get some extra firepower; yet, the people are complaining.
Does no one remember the pre-order bonuses for Bad Company 2?
You got a submachinegun, and a pistol. Don't seem, like game-changers, right? Wrong. The SMG was pretty great, not that good (Unless you fire exclusively from the hip (Like a wannabe mobster!), an equip magnum rounds. Then, all of a sudden, it becomes a weapon effective at SMG range, with SMG fire rate, and assault rifle damage, and an instant kill at shotgun range.), but the pistol? Two-hit kill, no fire cap, maximum accuracy. I wasn't around at that time, thank the Lord, but I still have to deal with it in it's nerfed state, which is still fast firing, relatively low recoil, seven shots, and great accuracy. Oh, and still two shots to kill. Yeah...
I would. Might be able to wreck lightly armored transport vehicles with it. But, who said that armor piercing means VS. vehicles? Could be that now we can actually customize our soldiers; or at the very least choose how much armor they're wearing. Maybe now you can go into combat decked out in full riot gear, or Dragonskin Tactical, and thus AP rounds will be available.warhammerfrog said:meh with my experiance with the recent Battlefield games is that one weapon or tool will never win the game. the most important thing in battlefield is knowing what class and equipment to use at the right time. If they want to spend more money for it let them. it's not as though good players should be affected by it at all.
BTW armour piercing shotgun rounds? what kind of maniac is going to go up to a vehicle with a shotgun?
Yup, misunderstanding. The WWII 1911, and Tommy .45 were pre-order bonuses. If you preordered them, you got instant access from day one; but if you got to around level 10, you still got them, which pissed all of the people who preordered off.SmashLovesTitanQuest said:Either im misunderstanding what you are trying to say about the 1911 or you havent the faintest idea what you are talking about.Ramare said:Well, while I'm pretty sure they were both fucked up when they were first usable, I'm talking about them in their current state. The 1911 still has decent accuracy[footnote]I've found it to be reliably accurate up to around 120 meters, but I've gotten kills up to 200 meters away. It is also great for CQBs, because the hip fire crosshair doesn't get bigger, no matter what you do[footnote]And by that, I mean moving, running, jumping, para-trooping, etc. Not firing.[/footnote]; and it's rather small to begin with.[/footnote], still a two-shot kill[footnote]Assuming you're using mags. If not, it's more likely to be a three hit kill.[/footnote], still a functional firing rate[footnote]Not videogame pistol tap-fast firing, not a noticeable delay, but normal,SmashLovesTitanQuest said:Actually, no. They were like that for two weeks until dice absolutely nerfed the shit out of both. And after that, they werent better in the slightest. Fast firing, low recoil, two hit kill? Well what about the 1911?Ramare said:They give you the ability to get some extra firepower; yet, the people are complaining.
Does no one remember the pre-order bonuses for Bad Company 2?
You got a submachinegun, and a pistol. Don't seem, like game-changers, right? Wrong. The SMG was pretty great, not that good (Unless you fire exclusively from the hip (Like a wannabe mobster!), an equip magnum rounds. Then, all of a sudden, it becomes a weapon effective at SMG range, with SMG fire rate, and assault rifle damage, and an instant kill at shotgun range.), but the pistol? Two-hit kill, no fire cap, maximum accuracy. I wasn't around at that time, thank the Lord, but I still have to deal with it in it's nerfed state, which is still fast firing, relatively low recoil, seven shots, and great accuracy. Oh, and still two shots to kill. Yeah...realisticbelievable trigger pull speed.[/footnote], and everyone who uses the gun, especially snipers[footnote]Seriously, fuck the Colt snipers. Want to think you're "leet"? Learn to take down an entire squad of assaults and medics with one clip of a 92FS. I can. In fact, I once dodged dodged a Carl G. rocket, sniped a sniper, killed the engineer who fired the rocket, and then killed their medic, all while using the simple starter pistol, from about 70 meters, in building to building combat.[/footnote], are all dicks.
And the stuff I said about equipping mags, and gunning down Russians in Fictionesia, like some kind of Wasteland Mobster, with Tommy the Gun; was done using the current version, about three weeks ago, actually. It seems to be completely ineffective the minute you aim down sights, but when you fire from the hip, especially with mags[footnote]Yet, not with SMG marksman training. Weird.[/footnote], it'll kill enemies reliably, in about four hits, rather quickly, up to about 50 meters. Since it's a SMG, it doesn't really need to be effective past that point. It's like a PDW alternative to a shotgun. The MP-4-12 can be used for longer range targets, with it's magnum accuracy.
I have the 1911, and use it frequently (thanks for calling me a dick). But what puzzles me is that it isnt a preorder weapon. Or is it? I dont even know, you have confused me. All I know is this:
1) I have the 1911 and did not preorder the game and
2) it is overpowered as fuck and to my knowledge available to everyone who has passed a certain level.
Indeed it is.SmashLovesTitanQuest said:2) it is overpowered as fuck
Yeah that is why I don't see why people are complaining about it. If they are going to get the game in the first place, why not just put the money up now for pre-order and get that out of the way so they don't have to think about not having the money when it comes launch day or as I said before, they don't have to have any money down with Amazon, because they just grab the money out of the orderer's account when it ships two days before launch.irequirefood said:Well...damn. Guess there is no reason not to pre-order unless you don't have the money then.Sonic Doctor said:snip
Considering that there were no mod tools for Frostbite 1.0 or 1.5 (which BC2 runs on), there's a 99% chance that there won't be any tools for BF3 either. Read this post by Mikael Kalms from DICE to see why there were no tools for BC2. The big problem is the way a level is processed and packaged in such a way it becomes readable for the game engine. You can't make a new map without having all the proprietary and 3rd party software DICE has at their studio.LorienvArden said:No Modding tools for BF3 ?? Now that would be the real dealbreaker for me here.klasbo said:Anyway: More stuff iAndrew has to remove from the promod. With the mod tools he won't get...
BF2 had some of the greatest mods out there - like Project Realism and some ambitious teams that sadly couldn't work around the hard coded cockblocks (like Battlefield 40k)
Surely, with an expensive engine like Frostbite2, you'ld want the game to have as long as a shelf life as possible so you can sell it for at least a year after launch.
But at least you can milk your customers with dlc and mappacks... very well thought through...
In comparison, Blizzard under Activision:
SC2 has one of the best editors I've seen in years. With the first expansion pack, the MapMarketPlace will allow modders to make MONEY with their maps.
No DLC BS, buy one expansion each year if the fanmaps aren't allready enough.
I'ld give SC2 around 4-8 years of shelflife at the moment, perhaps even longer if the Expansions hold up to expectations.
Quoting for notification purposes, you may wish to update this article:Logan Westbrook said:snip