Battlefield 2042 Hourglass...

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Battlefield 2042
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If it wasn't obvious I'm not really a fan of the reworks they've done for the core maps in Battlefield 2042. Mainly because the game and maps were designed for Conquest 128 players where the goal was to have spaced out clustered battles and not have the majority of players in close proximity but instead spread out across the map. There are plenty of good reasons to do this for example client and server performance, having to update player positions or the rendering of way too many players in one area can stress client and server to the point that some hitreg degrades and other things can break. Downtime is another example, having objectives too close to each other means there is no downtime to battles/fights, it's just constant the entire round and that can be exhausting for infantry when vehicles are involved especially with maps with way more vehicles than should be allowed.

As far as reasons why the reworks were done I've seen complaints of no cover or wide open space between objectives as one reason and I can't help but wonder if those people never played a previous Battlefield game. Plenty of BF3 maps had this and a lot of BF4 maps included this characteristic. It's like the complaint of there being no destruction in BF2042, as opposed to what BF4's? BF4's had similar destruction in that most walls could be broken but it also had a ton of buildings and warehouses that only the walls could be knocked out and the building stayed up so it ended up providing little to no cover. F objective on Golmud Railway is an example of this and also of just poor design in general since the majority of the spawns for it were at the outer edge or fenced area where there was zero cover from there to the capture radius so once the walls were gone it was pretty easy to cover all spawn points ( especially since BF4 had similar side bias spawns like BF3 ). There are so many examples of this throughout BF4 maps either people forgot or never played them or they just don't realize it's not the maps that are the problem.

They never fully got around to balancing vehicles vs infantry or most things in the game when it was just Specialists and that got reset or thrown out the window when the Class system was tacked on. There just aren't enough rockets/explosives in the average game to deal with the vehicle health or vehicle spam available in Conquest 128, when it was just Specialists and anyone could equip a rocket launcher it really was less of an issue but now it's much more limited. It might be less of an issue or less noticeable in the 64 player version or other game modes but at the end of the day Conquest will be the last game mode standing in most regions. Like BF4 ( all the maps made for Conquest and not Rush ) the BF2042 maps weren't really designed for the other game modes so these reworks seem to be more aimed to please those still playing Breakthrough, which I don't really get since the so called better devs at DICE didn't do squat with the maps in BF4 to make Rush not completely suck. Something else to keep in mind regarding the differences between 128 player and 64 is with a lower amount of players you have a lower amount of certain types of players. Whether that is players that actually want to spawn in and play as engineer or snipers sitting off in the middle of nowhere spamming at players trying to cross those open spaces with no cover.

Things I would have tried before wasting developer time and resources reworking maps. Scaling explosive and vehicle damage based on max player size for the mode especially regarding Conquest. When tacking on the class system also force primary weapon restrictions ( see how many Mackay/Falck players switch to Engineer to still be able to use SMGs ). Remove the self-heal feature for vehicles or make it so they can't be repaired by engineers, it's two different design philosophy's from two different Battlefield games and it was smashed together in BF2042, no amount of tweaking is going to make it balanced just like how changing "air transports" to "gunships" doesn't make things better...

I included the pre-rework clip of Hourglass because the map didn't really change much in terms of the complaints I always saw, people still running around out in the open on the sand, the playable area just got smaller.

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Outro tune "Rise and Fight" composed by Piotr Wojtowicz aka ThePianoMan007 :
https://www.youtube.com/user/fucer007
https://open.spotify.com/artist/54ywwFzbwm2HWXEq8Cnh9W?si=CmaBgheqSwKo25y9rYuoeA

Remove spawn beacons.







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battlefield 2042 hourglass
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Currently, Ravic has 7,689,881 views for Battlefield 2042 across 216 videos. His channel published over 1 day worth of content for the game, roughly 16.34% of Battlefield 2042 content that Ravic has uploaded to YouTube.