Battlefield: Bad Company 2

Discussie in 'Algemeen' gestart door Yellow 13, 5 feb 2009.

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  1. Dee0342

    Dee0342 Active Member

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    Ik zie de vergelijking niet echt, 2 totaal verschillende spellen.
     
  2. inoway

    inoway Questing

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    Da's nou weer overdreven:)

    Allebei 'modern' oorlogsshooters. (geen scifi, geen ww2)
    Allebei outdoors (geen rs)
    Allebei heftige MP

    Maar idd, BFBC2 gaat verder waar MW2 ophoudt. Squadbased, grotere maps, voertuigen, heli's.

    Tikkeltje volwassener en grafisch en audio waarschijnlijk een stuk bruter:)

    (maar MW2 vind ik ook leuk hoor, kijk echter wel erg uit naar BFBC2)
     
  3. AC/DC

    AC/DC Active Member

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    Modern Warfare 2 is de shooter die je ladderzat na een avond stappen nog kunt spelen voor je in slaap valt om 5 uur 's nachts. Met Bad Company echter, ben je op zo'n moment tastend in het duister.

    Ik merk online ook dat ze met Bad Company wat serieuzer en volwassen zijn (en klinken over de microfoon). MW2 is toch echt het spelletje van de 14 jarigen.
     
  4. The Redman FTW

    The Redman FTW ^_^

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    Ben zelf 14, maar vind Bad Company idd erg veel fijner qua online publiek. Minder van die amerikaanse 'ik schreeuw door mijn headset' ventjes.
     
  5. snike888

    snike888 Tomatenpuree

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    Die ben ik nog niet tegen gekomen in MW2 hoor?
     
  6. The Redman FTW

    The Redman FTW ^_^

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    Vreemd, want ik heb elk potje wel van die vervelende ventjes.
     
  7. snike888

    snike888 Tomatenpuree

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    Soort zoekt soort he :+, nee geintje

    Edit: Alsof je het over de duivel hebt, 2 van die 12 jarige piepstemmetjes in mn oor :+
     
    Laatst bewerkt: 11 jan 2010
  8. Schil1

    Schil1 GT : Schil1

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    ik vond idd bij deel 1 ook het 'publiek' wat meer 'volwassen'

    maar van die irritantjes heb ik toch geen last van ik hoor alleen 'friends'
     
  9. PhalanX

    PhalanX Active Member

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    Voor de gene die willen weten wat er allemaal na de Beta gefixt is ->
    Completely reskinned the weapons and scopes for much improved visual quality.
    The reddot sight no longer has a FOV penalty compared to iron sights.
    Pistols now have the same FOV level as other weapons in iron sights.
    Tons of weapon tweaks to improve the balance of play.
    Increased accuracy when stationary and aiming for better first shot accuracy.
    Decreased accuracy when moving and aiming, especially for sniper rifles.
    Several gun specific balance tweaks to bring them in line with the other weapons of that class.
    Lowered the damage of the XM8 and F2000 at close range.
    Lowered the damage of the AN94 at long range.
    Raised the accuracy of the M16's burst.
    Lowered the damage of the Type88 LMG.
    Raised the damage of the MG3.
    Raised the damage of the M249.
    Fixed the recoil of the M249 when equipped with a reddot sight.
    Lowered the damage of the SMGs and Carbines at extreme range.
    Lowered the accuracy on the move for the SCAR-L, AKS-74u, and the XM8c.
    Raised the damage of shotguns, especially for the pump shotguns and slugs.
    Semiauto and Auto snipers and slug shotguns cannot 1 shot headshot at extreme range.
    Fixed the Knife's stab animation and improved the reliability of Knife attacks.
    Lowered the long delay between Knife attacks.
    Fixed the animation speed for switching to the grenade launcher on assault rifles.
    Fixed the too huge blood splatter effect for sniper shots at long distance.
    Fixed the minimap disappearing if you switched weapons while aiming a sniper rifle.
    Removed the fade to and from black when aiming a sniper rifle.
    Adjusted graphics for sniper rifles and RPGs when zoomed.
    Bolt action sniper rifles will chamber the next round if the trigger is pressed twice while zooming.
    Fixed the close range damage of bolt action sniper rifles. Now a 1 hit kill on unarmored infantry in 5m.
    Raised the damage of the VSS but lowered accuracy when moving.
    Grenade carry limit with the Grenade Vest lowered to 2 hand grenades and 4 40mm grenades.

    Tweaked the airstrike missile called in by the UAV so it gives a longer warning to victim vehicles.
    Exiting the UAV now also exits the UAV ground station.
    The UAV station no longer self destructs when the attacker's base changes.
    The UAV station can no longer be destroyed by friendly fire if friendly fire is off.
    Lowered the direct and splash damage of UAV's airstrike.
    Lowered the damage of the UAV's alternate fire LMG.
    UAV station screen shows offline when the UAV is waiting to respawn.
    Many additional UAV bug fixes.

    Lowered the splash damage of tank rounds. 1 shot kill radius is smaller now.
    Raised the damage of the gunner's 50caliber machine gun and added a visual effect when it overheats.
    Tweaked the damage tanks take to be more consistent. Tank front armor especially is more consistent.
    It takes 2 to 5 RPGs to kill a tank with no specializations. (was 3 to 8)
    Tanks should no longer get stuck on destroyed terrain or inclines.
    Increased the precision of tank turrets.
    All armored vehicles have new engine sounds.
    Added environment specific camouflage to all vehicles.

    New vehicle control layout: R2 and L2 for accel and brake, fire on L1 and altfire on R1.
    Or lefty vehicle control layout: fire on R1 and altfire on L1.
    BFBC1 style vehicle controls are still available as an alternate.

    Jeeps now burn when hit by tank shells instead of instantly detonating. This effect is the same as with RPGs.
    Raised the damage of the jeep HMGs and added a visual effect when it overheats.

    Shielded heavy machine guns now have a bullet proof glass front. Flank these guns or blow them up.
    Raised the damage of the stationary HMGs and added a visual effect when it overheats.

    Fixed the name of the UH-60 and corrected the caliber description of the miniguns.

    Raised the launch speed of the RPG7's missile for better long distance shots and less drop.
    Raised the splash damage of all infantry launched Rockets and 40mm grenades.
    Improved the visual feedback for locking onto tracer darted vehicles, this is be much clearer now.
    Note that TOW/Kornet and M136 missiles are wire guided and cannot lock on to tracer darts.
    Fixed wire guided missiles sometimes going erratic (even though this was realistic yet unintentional).

    Improved the trail and blinking effect of Tracer Darts so they are more visible.
    Vehicle Smoke Launchers and 40mm smoke remove tracer darts and spots on friendlies in the effect.
    Targets which have been unspotted by smoke are immune to spotting for a few seconds.

    Added a short cooldown to the Repair Tool after repairing 50% of a tank's health.
    Lowered the repair speed of the Repair Tool but raised its range.
    The Repair Tool can only repair or damage vehicles and stationary weapons.

    The Mortar Strike is now called in via a pair of binoculars.
    Lowered the number of shells in the Mortar Strike barrage, but raised the damage of each shell.
    Raised the effectiveness of the Mortar Strike against armored vehicles.
    Fixed a bug where the Mortar Strike would fail to begin to reload.
    Switching kits no longer instantly reloads the Mortar Strike.

    Fixed a bug where the Defibrillator would not reload unless held in the player's hands.
    The Defibrillator icon on downed squad members now appears in green.
    Soldiers who suicide from the menu cannot be revived.

    Lowered the amount of Motion Sensors carried to 2 and limited each soldier to 1 deployed sensor at a time.
    Deploying a new Motion Sensor before the previous sensor expires will replace the previous sensor.
    Motion Sensors no longer detect players and vehicles sitting perfectly still.
    Motion Sensors now beep when deployed and detecting a target.

    The Vehicle Motion sensor now beeps for all occupants of the vehicle when it detects a target.
    Vehicle Motion Sensors on the UAV and other Airborne vehicles now detect targets at all altitudes.

    Fixed an exploit where players could deploy unlimited Ammo Boxes, Medkits, C4 and Mines.
    Fixed a bug where players could detonate Detpacks placed the previous life upon respawning.
    Detpacks can still be detonated if player's kit is picked up with in 15 seconds of his death.
    Lowered the damage Detpacks do to crates.

    Fixed AntiTank Mines not detonating when driven over at medium speeds.
    AntiTank Mines should now properly persist after the player has died.

    The Ammo Box, Medkit, Defibrillator, Repair Tool, and Motion Sensor are now unlocks for each class.
    Players new to Battlefield will be introduced to these teamplay items when they are unlocked.
    Battlefield Veterans will automatically have these teamplay items unlocked from the start.

    Lowered the duration of spotted targets. Aiming at a close target will refresh the spot timer automatically.
    Lowered the effectiveness of the Sniper's Spotting Scope, targets must be tracked longer before spotting.
    Fixed so the player can properly spot from the UAV.
    Added an overheat to spotting to prevent spot and order spamming.
    Spotting now requires the player be aiming significantly closer to the target.

    Added Destruction 2.0 to the Guard Towers around the first Defender Base on Arica Harbor (and all other maps).
    Fixed buildings collapsing without any warning sound or effects.
    Moved M-COM station A into a Garage at the second Defender Base on Arica Harbor.
    Fixed collision issues on the Patio in the upper level of the Town.
    Fixed sometimes spawning underneath the Patio in the Town.
    Fixed the collision problems with the Train Car containing M-COM stations on Arica Harbor's 3rd and 4th base.
    Train Cars now have more specific destruction zones to encourage mouse hole tactics.
    The Attacker's first base is now a protected spawn zone that defenders cannot enter.
    Added additional alternate spawn points to all bases for both Attackers and Defenders to counter spawn camping.
    Added a system that disables individual spawn points if enemies are within 20m. Does not apply to Squad Spawn.
    Players can still spawn at a base if all spawns points at that base are blocked.
    Spawn protection will be disabled if the player aims or fires during the short timer.
    Wrecked civilian cars now have secondary explosions when hit with explosive weapons.

    The Attackers now recieve 75 reinforcement Tickets to start instead of 100.
    Taking a base restores the attackers to 75 Tickets instead of adding 50.

    Improved soldier collision vs objects, especially for crouching under obstacles.
    Fixed issues with certain objects popping into view as the player approached.
    Reduced the amount of screen blur when in ultralow health.
    Increased the visual and audio feedback for low health, healing, and returning to full health.
    Out of Combat healing now starts sooner but takes longer to fully heal.
    Slightly increased the healing power of medkits to increase their usefulness.

    Improved the sensitivity of soldier controls. Adjusting sensitivity should have a much greater effect now.
    Sensitivity when aimed is now consistent across all weapons.
    Turning while sprinting is now more responsive.
    Reduced forward input needed to sprint to 50% from 90% to smooth the transition to sprint.
    Tweaked aiming and turning curves to be more responsive from the hip and more precise when aiming.
    Fixed several issues with switching weapons and being unable to shoot or aim.
    Fixed the player's control setup reverting to default when entering and exiting vehicles.
    Fixed bugs when going to swim while sprinting.
    Sped up the deploy and undeploy animations for the parachute.
    Improved the precision for switching weapons on the Dpad.

    Fixed several stats padding exploits.
    Fixed various awards that did not work as designed.
    Tweaked rank and class unlock progression based on data gathered in the beta.

    :p
     
  10. The Redman FTW

    The Redman FTW ^_^

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    Erg nette fixes zo te zien :)

    Can't wait..
     
  11. Cookie

    Cookie #TaylorSwift XBW.nl VIP

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    En daarom moet elke "grote" shooter ook gewoon een bèta krijgen vind ik. Bungie heeft ten tijden van Halo 3 ook diverse fixes uitgevoerd n.a.v. klachten en tips van de community. De beste tester is de speler zelf. Als je bijvoorbeeld ziet hoe Infinity Ward heeft lopen blunderen omdat ze zo nodig geen bèta wilden. Nu zit je met een ellenlange lijst van fouten die het hele spel verzieken, eeuwig zonde. Tegenwoordig kan je hierdoor een spel zo'n 1 á 2 maanden na de release pas fatsoenlijk spelen. EA laat zien dat zij de speler wel serieus nemen en deze lijst is ook best netjes, van spawnpoints tot balance fouten, alles wordt wel genoemd.
     
  12. PhalanX

    PhalanX Active Member

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    Mee eens, een testteam van 50 man kan nooit zoveel zien als de 300 000+ die de Beta op de ps3 gedaan hebben.
    Bij IW is het arrogantie denk ik, ze doen wat ze willen, mensen kopen het toch wel. Het erge is, we doen het allemaal nog ook :+

    Hier zie ik in de fixes toch hele nette dingen staan, die door de mensen zelf gevonden zijn.(of wensen)

    limiet van sensor balls bijv :thumbs:
     
  13. AC/DC

    AC/DC Active Member

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    Ik heb denk ik nog nooit zo erg op een game gewacht voor de 360, en ik heb m al sinds de launch..
     
  14. Jorrie

    Jorrie ¯\_(ツ)_/¯ Moderator

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    Hmm, ben toch wel benieuwd geworden naar deze game.. Ik zal de demo wel spelen en niet meer naar dit topic kijken! :+
     
  15. inoway

    inoway Questing

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    Dat van die 14 jarigen (de goeie daargelaten) is ook een tijdzone probleem. Als ik hier lekker om 23.00u zit te spelen is het daar 6 to 9 uur voreger, jawel, middag dus en dan gaan die kleuters die eigenlijk geen MW2 mogen spelen (want volgens mij heeft de game een 18+ rating) stiekum op de 360 van pa aan de slag. Ik kom ze ook tegen. Bij vlagen want soms ook totaal niet.

    Bij BFBC(2) is het idd een stuk minder. Daar vinden die gasten dat ze teveel moeten lopen:p
     
  16. Bertje sim

    Bertje sim Active Member

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    Met hoeveel spelers zit je online in een map? 32 of meer hoop ik op.

    Dan wordt deze game de mijne, ;-).
     
  17. Yellow 13

    Yellow 13 Well-Known Member

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    Bij deel I was het volgens mij 12 tegen 12, maar dat weet ik ook niet zeker meer. 32 lijkt me wat veel, maar het zou best mogelijk kunnen zijn.
     
  18. Bertje sim

    Bertje sim Active Member

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    ja, deel 1 heb ik ook gehad. maar 12 tegen 12 vind ik te weinig voor een battlefield. Deel 1 heb ik ook vrij snel weg gedaan, oa voor dit.
     
  19. Yellow 13

    Yellow 13 Well-Known Member

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    Deel 1 was juist supervet. Vind hem nog altijd heerlijk. Met de MP lekker in een potje rollen en dan lekker knallen. Match Making heet het geloof ik; mij bevalt het wel. ;)
     
  20. AntraXxX

    AntraXxX Bruce Springsteen

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    Heb me ook niet gestoord aan het feit dat je max met 24 spelers kunt gamen. 32 zou nice zijn inderdaad, maar dat is misschien iets voor de toekomst.
     
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