DICE has finished their work on EA's Battlefield: Bad Company, which will be released at the end of this month on Playstation 3 and Xbox 360. Many of you have already tried the demo released last week, and here's a Q&A from XCN which may answer some of your questions about squad features, the lack of prone plus more.
Answered By: Karl-Magnus Troedsson, Senior Producer
· What features are you bringing over from the previous Battlefield games, are there any unique relations? Excluding the obvious of course. E.g. will there be a squad system or a return of the hot swap feature from BF Modern Combat?
o Much of the core mechanics of previous Battlefield games are present in BFBC but a few are not. We’ve also worked hard to simplify e.g. team play.
· How does BF:BC relate to the PC version? Will the console version of Battlefield be more 'arcadey'?
o The controls of the next-gen consoles does change the way we set up the first person experience. However, not to the extent that it’s all just run and gun. The lack of mouse removes some of the pixel perfect shooting but it still takes skill to become truly successful.
· Can we expect more "Purchasable only" weapons to be added via the marketplace further in the game's life cycle?
o We’ve listened to all the feedback during the beta and all weapons will be free of charge. We’re not planning to release any purchasable only weapons.
· The TTK (time to kill an enemy soldier) seems a bit long right now. Are you still tweaking this through the data collected in the beta?
o A lot of people comment on this, indicating it takes too many bullets to kill an enemy. I suggest trying to be accurate in the aim, less pray and spray. Shooting in burst, no side strafing when shooting or even better, kneeling will greatly increase your accuracy. And of course, for those lightning quick kills you have to aim high towards the head. You’ll notice that when you manage to nail a burst here it won’t take much to drop your foe.
· How does Battlefield compare to the current market of next gen FPS titles?
o It’s leaner, meaner and created by a stunning looking dev team!
· What does it have to offer that other games don’t?
o Seriously, Battlefield: Bad Company is built upon the trademark, sandbox experience that is the pedigree of any Battlefield game. Huge environments, massive amount of weapons and loads of vehicle action is now also supported by the massive amounts of destruction we’ve implemented. This definitely sets us apart from our competitors.
· How has it improved from previous Battlefield games?
o The two biggest changes in BFBC comparing it to other Battlefield titles is the addition of the single player campaign and the new, tactical destruction. This both evolves the second to second play (online as well offline) and also gives players craving for a more story driven experience something to look forward to.
· Will you be using the camera at all (customization á la Rainbow Six Vegas)?
o No.
· How many maps and game modes will be available?
o Battlefield: Bad Company will ship with one game mode called Gold Rush but after listening to the feedback from the Beta we’re also going to port over Conquest and make this available as a free downloadable content.
· What's the maximum amount of people that can play in one game?
o Battlefield: Bad Company supports 24 online players, the same amount of players as we did in BF2: Modern Combat. Instead of simply increasing the number of players as a selling point we’re focusing our network and rendering power on what matters e.g. tons of weapons, vehicles and destructible environments.
· One of the main complaints we heard from the beta users is the absence of crouching, especially annoying for snipers. Are you going to introduce this in the final game?
o Crouch is definitely in the game but we don’t have prone. And the snipers is actually one of the reasons we took this out (the other was to simplify controls). In the sandbox experience we take great care to balance all weapons, kits, vehicles etc., against each other. The Recon class (i.e. the Snipers) are already very powerful with the only 1 shot 1 kill weapons, the deadly Laser Designator plus the protective Motion Sensor. Now if Snipers could lie down in the sub vegetation they wouldn’t only be deadly, they would also be near impossible to spot. Hence, remove prone. However, crouch still gives a lot of the aiming benefits similar to prone.
· Will the game support co-op play for the campaign?
o No
· A recent Xbox 360 FPS, Frontlines, raised the bar on the maximum number of players allowed to play a console game to 50. Did you think about following this path, using dedicated servers?
o The Battlefield experience defined the open, sandbox style of online play and our games has always run on dedicated servers. However, we’d rather spend our network and rendering power on large number of vehicles, all out destruction and big environments rather than adding extra players. Based upon our experience with e.g. BF2 we don’t think that just increasing the sheer amount of players will increase quality of play.
· More and more console games today offer web front-ends with match logs and statistics, images upload and so on. Will Battlefield: BC offer such a feature?
o Absolutely. For anyone interested in tracking their online games more in detail there will be a variety of features available online. Anyone into stats will be well set. Another new feature on the homepage will be that you can view the screenshots you’ve taken with the in-game tool. With the press of a button e.g. just before you knife your main adversary you can immortalize the moment with a screen dump which automatically gets uploaded to your page.
· Will it be possible for the gamer to configure the controls completely?
o No
· Is it possible to make use of the feedback from the beta-testing before the official release or do you plan to include slight changes etc. using Xbox Live Download Content or an update for the game?
o There’s definitely been time to make changes to the game. We don’t have time to answer all the questions from people but we scour the forums constantly for issues. And there have been tons of changes to improve the game since the beta.
· Can you tell us something about the destructible environment and how the gamer should/could use it? Will there be "penalties" if we destroy something we shouldn’t?
o The Tactical Destruction as we like to call it will change how you play the game but it’s up to you and your imagination as to how. Battlefield has always been about the Sandbox experience: open environment, lots of vehicles, weapons, kits. Start the game and you’re off. Strap C4 to a jeep and drive it into a base? Sure. Try wing walking the wing of a B17? Go right ahead. Play around with the destruction in the same way and you’ll find a lot of new ways to get an upper hand on the Battlefield. And no, there’s no penalty for using the destruction. Just watch you fire cone so you don’t hit or splash damage any friendlies.
· I noticed a driveable golf kart in the attract video of the Battlefield: Bad Company beta, as well as a level that looked like a golf course. Please tell us you're including an exclusive VIP Mode for that map where you have to protect a professional golfer!
o That’s actually from a single player mission but otherwise an interesting idea. J The golf cart is the latest additions of super high-tech weaponry on the Battlefield.
· As you will most likely know the squad system in the beta is very limited. Will there be more options in the retail version (if so: could you give us examples?) and are there clan management options in Bad Company as well?
o The squad system in the Beta is much limited, mostly since you can’t create your own and invite your friends. This will of course be available in the full version of the game.
· What’s the company's reasoning behind streamlining the Battlefield concept for consoles, seeing how there's a lower number of classes in Bad Company among other things? Does the team feel that something as deep as Battlefield 2 (PC) can't be fully translated to consoles?
o A game as complex as Battlefield 2 doesn’t lend itself well to straight porting over to console. It’s based upon quick, pixel perfect mouse movement (both in-game and in the menus) and the keyboard layout has tons of special hot keys that would be near impossible to fit to a hand held control layout. This is one of the reasons why we’ve built Battlefield: Bad Company, a separate version that is streamlined for the next-gen consoles. This also means that we’ve gone to great length to simplify and make things easier to control and to get into while still keeping a lot of the depth.
· Something I noticed in the beta, is that being a medic is next to pointless in Bad Company. Reviving your allies is gone, everyone dies pretty quickly so it's harder to heal them now also people tend to run away from you more often than before because they can't tell you're trying to aid them and the Assault class can heal themselves, etc. Will this be changed significantly in the retail version and if so, how?
o Actually, that’s probably more up to how you play the Support class. Our statistics show that a lot of people play this class and score very high with it. Yes we don’t have revive but if you’re active with dropping the med packs you can definitely keep your squad alive longer. Combine that with the powerful LMG’s, the ability to repair vehicles and dropping Mortar Strikes on incoming enemies this has proven to be a very versatile class on the Battlefield.
· Could you also explain why the Conquest Mode has allegedly been cut from Bad Company? Not that I'm against the Gold Rush mode, mind you.
o There’s several reasons why we focused our effort on creating Gold Rush instead of just bluntly port over Conquest. Our main idea was that we wanted more action! Players have a tendency to become spread out in Conquest, some fighting for a back base, others running up and down a vague frontline and some are just hiding in the periphery. So instead of having several bases we focused in down to one (or two counting the home base of the Attackers). This means we get much more focused attention from all players which we think is a great thing and the Beta feedback on Gold Rush has been very positive. However, other feedback from the Beta have been rather unanimous, many of our old fans really miss the old Conquest mode which is why we’ve decided to make this available as free downloadable content showing up after release.
· What do you think of the online modes featured in Call of Duty 4? Why do you think so many people love to play this game?
o COD4 is a very polished experience with a great multiplayer. We enjoy playing it here at DICE as well, but it is a different flavour of FPS from Battlefield. We truly believe that our vehicle experience, our destruction and our better opportunities for team play will set us apart.
· Persistent worlds in online warfare seems to be the next step, with "maybe" examples as Call of Duty online in the perspective. Will it be your next big thing? A persistent world Battlefield game?
o Persistent is a big word. Maybe we’ll start to see shooters try to blend into some MMO hybrids in the future but it feels this moves the focus slightly off from what otherwise is the core of shooters: skill, team play, competition and fun. So I’m unsure if this actually is a recipe for success.
· What were you hoping to achieve with the multiplayer beta? How will you use the data and feedback?
o The main motive with the beta was two fold. Firstly we wanted to test the game on all the gamers out there, see what they thought of it and listen to their feedback regarding anything from feature sets to balancing. The other main reason for the beta was of course for us to test to full back-end of servers and data centers, making sure we’re in a good position for launch. All the data and feedback that we’ve gotten has then been used to fix important problems but also guide us in decisions like e.g. adding Conquest as a free downloadable content package.
· Do you have any plans to give gamers the campaign mode demo before release?
o All gamers can get a taste of the single player campaign in the official demo coming out before release.
· Why did you decide to remove parachute from the multiplayer mode?
o The decision to remove the parachute was made for a couple of reasons. One of them was to lower the amount of Attackers landing behind enemy lines and creating an unbalanced situation for the Defenders. Another reason was to avoid having people bail out of a critical helicopter to avoid death which can be very frustrating to the gamer shooting it down.
· How does the squad system work? How important it is to stay together with your part of the team?
o The player can create a squad from people on his friends list which will stay together of matches. Team play is not forced upon the player but it definitely will help. In our test we can see maps being completely dominated by single squads if they act as a unit, using voice communication and help each other out. The tactical depth of the game will become more and more apparent when we start to see experienced squads pitched against each other on the Battlefield.
Thanks for your time!
All comments (20)
Now let me into the Heroes beta, and announce the next real battlefield please.
Now let me into the Heroes beta, and announce the next real battlefield please.
the demo for the SP of BF:BC was actually very promising...
southpaw!!!!!!!!!!!!!! I WANT southpaw!!!!! come the hell on!!!!!
BF3FTW!
southpaw!!!!!!!!!!!!!! I WANT southpaw!!!!! come the hell on!!!!!
-no prone,
-no run-jump-prone-dive,
-no medic revive,
-no medic class,
-no planes,
-no commander drops
-no main tank mg
-no proximity vehicle repairs
-no tank surfing?
-no lookbehind camera in vehicle
-no voice commands or active spotting (automated, not good).
-LOUSY chopper controls
but the excellent sounds, ballsy weapons and new features make up for much of it. And I'm sure playing with organized friends will make up for the lacking parts too.
The lack of prone and horrible chopper handling was a bit of a shock. I loved the choppers in BF:V, especially hauling the apc and tank with a chinook and manouvering a narrow river with a huey and landing on a dime.
GTAIV has choppers much closer to BFV. Of course BFV had a lot of base raping with choppers but that could have been fixed with patches.
BF2 added taildrag (like dragging a parachute on the tail of the chopper) which eliminated baserape spinning but also made the choppers less appealing to handle. Now the choppers have lost all soul.
In many ways Battlefield has DEGENERATED from BF42 where the planes were SUPER-FUN (BF2 had fast, rather crappy planes), and now the choppers are ruined.
I'm itching to get BF3 and upgrade my computer.. but now with 2+ years of no PC gaming I hope it has achievements linked to my current gamertag. It's like having a super-powerful 360 with a real Battlefield game! :O
Personally I don't think it's half as compelling as Halo 3 or Call of duty 4 either. But you're right, the sound is incredible. DICE has always been pretty awesome @ sound design.
I had never heard of Battlefield: Bad Company (B:BC) until about 3 weeks ago... And I've been playing the recently released demo of B:BC on the Xbox 360 and I gotta say that I'm dissapointed with the game, when I compare it to CoD4. The developer is Digital Illusions CE (DICE), and the publisher is Electronic Arts (EA). I realize this is just a demo of B:BC, and that CoD4 isn't a sand box game, but read on and see what my arguments are. You'll be surprised what you read!
Before you read on, I want you to know that I only play Hardcore Search and Destroy on CoD4. And I posted this same topic over in the DotA-Allstars forums...
http://forums.dota-allstars.com/inde...owtopic=223...
1) If you want more ammo in B:BC you cant simply walk over a similar gun and absorb its extra ammo. ...They force you to pick up the one on the ground to see if it has more additional ammo than your current gun. ...As if you couldn't just take the extra ammo?!?!
2) There is no easy way to mute a player. In CoD4 you can mute a player by simply pressing "A" on the players name in the player list. Where as B:BC makes you load up the players' Gamer Card, then mute them...? And the loadtime for a gamer card ain't fast. (Note: I have 5Meg DL, and 0.6 up = FAST).
3) In the demo of B:BC you can blow down any wall with an explosive... But not even an M60 machine gun allows you to shread appart a window frame. I realize that CoD4 doesn't have destructive environments, but if you're gunna do something for the first time (i.e. making a game with destructible environments in a sand box FPS game) you should sure as hell do your best to get it as perfect as possible the first time around.
4) There's an annoying visual bug that occurs when you reload your weapon and then sprint into a run, and stop immediatly. ...Your gun will still be reloading, even though you put it down to run. You can't do anything with your gun during this invisible reload time. Your gun just sits there looking normal and ready to fire. Also you aren't allowed to reload WHILE sprinting, but you can reload and THEN sprint (thus reloading as you run). ...Pretty dumb.
5) Along side the visual bug with the weapon reloads... Using the knife in B:BC will keep the knife drawn! Ahaha, are you serious? In case you don't know yet, the knife is next to worthless. Unless your enemy is your shoe shiner; you might as well just stab yourself. ...Why do we need to keep our knife out after we use it, if I want to swap back to my gun I'm forced to press the right bumper! Any enemy will die in one jab from your knife, so there's no need to swipe multiple times really fast. ...In CoD4 enemies die from a knife blow in one hit, yet the CoD4 developers realized that the GUN is more important than the knife. And they show this knowlege by automatically bringing your weapon back up for use. B:BC and CoD4 have the same knife attack speed at ~ 0.5 seconds.
6) Both games have a sprint feature that allows you to run into a sprint. But one of them does it better... Guess who? CoD4! Why? Because you only need to tap the sprint button to gain a 4 second sprint. Whereas in B:BC you are forced to hold down the sprint button which gets tiring and you can run for an innfinate amount of time. Why can't we just tap it like in CoD4? ...Just poor design IMO.
7) Once you have chosen either Ranked Quick Match or Unranked Quick Match you can't cancel the command if you change your mind. Thus you are forced to join the game. In CoD4 you can leave the lobby at any time while the "game search" is in progress.
8) The demo of B:BC has a visual messup when you knife mutiple times in a row. If you keep attacking with your knife it will occasionally not show the animation or the sound, but you'll see a spark on the wall you are attacking. ...I've never found any problem in CoD4. However that's not 100% true, because oddly enough CoD4's one similar error is with a knife as well... If you use the assault riffle called the G3 amd equip it with a snilencer - which will cause you to always miss your knife attacks.
9) Visually speaking, everthing in CoD4 has a constant but subtle Bloom effect on it. When you go outside you'll see it most when looking at the top of a building against the blue sky. This effect helps to make CoD4 look more belivable. ...Where as B:BC tries to do the same thing, but fails because they incoporate an effect on the the entire screen that makes the game look as though it was recorded on a crappy 1940's camera; the screen constantly looks like its covered with a grainy effect. I think it makes the game look bad.
10) B:BC had an interesting audio effect that silences softer sounds when a very noisy sound is in close proximity to the player. ...What I'm saying is that if a player is next to a car that has its radio on, and a morter shell lands next to you, the radio music will silence and you'll only hear the blast of the morter. This is a half working idea, that obviously didn't get enough attention by the developers. ...So what's wrong with this audio effect? The problem is this: when you are in an enclosed vehicle and a morter shell blows up next to you - you gain the exact same deafness from the sound blast, as you gain when not in a tank. ...That means that being in a tank doesn't shield you from the sounds outside of the tank... Once I realized this audio flaw, I was no longer convinced I was driving inside a powerful protective tank.
11) Surfing through the game's menu is sluggish and time wasting. When passing your controller to a sibling or friend, CoD4 is fast and allows you to change the invert of your controller in less than 4 second. It takes 12 seconds with the slow menu in B:BC.
12) B:BC's audio program isn't as amazing as it sounds. ...When firing a weapon off a hill, no echoes will be heard after your bullet flies. If you proceed to walk slowly down a hill while firing, you'll notice that there's a distinct invisible line that immediatly makes your gun sound very echo-y. It's annoying, because you'll be running and gunning and all of the sudden your gun will sound 100% different (with echoes). It's so abrupt and comes on so fast that you'll think your 5.1 surround sound just crapped out.
13) Most of the multiplayer games I've played on B:BC have had pretty noticable lagged. I almost never lag when playing CoD4, and my internet connection is (as previously mentioned) very fast, 5Meg/dn 0.6Meg/up.
14) There's no ability to change the camarea to follow a different ally when dead. You are forced to watch from behind one guys back, and aren't able to change to a possible friend on your team.
15) B:BC doesn't look nearly as good as CoD4, yet runs at less frames per second (fps). CoD4 always runs at 60fps, and looks amazing! ...Yes, CoD4's maps are much smaller and the environments aren't destructible, but still. I'm also dissapointed in the crummy looking explosions B:BC has. ...I have a 46-inch 720p LCD HDTV with 5.1 surround.
16) There's no way to check your ping! ...So when you're lagging like a mofo and know it, you'll never be able to send a letter home to mommy and quote the it. God this game blows :\
17) The singleplayer game is run by checkpoint porgression. ...So even if there are 10 enemies at your destination, all you need to do is "get to that location" and all the enemies will dissapear and a cut scene will show your squadmates talking and chilling, then once your boys are done talking you're on to your way to the 'next checkpoint.' It's almost like cheating - WTF!?
To sum it up, I don't think the game testers have been doing their job with this game; Battlefield games have always been about multiplayer. And this time around I don't think they brought that knowlege with them. This game iss too sloppy for me to take seriously, and I'm probably gunna discourage my friends from getting it as well. I'd be pretty ashamed of myself if I was on the DICE development team and had played CoD4. This game is not polished, or streamlined enough for effective public play.
I give the demo of Battlefield: Bad Company a score of 6.5/10.
P.S. I forgot to mention how I still hate EA for killing Microsoft's sports game division 6 years ago, just so EA could monopolize with their stupid Madden game. ...I don't even play sports games, unless you're refering to Deathrow
What do you guys think?
o No"
Shit. I could really have used a fully customizable controller setup. Clicking the left stick and moving it forward to run feels weird, like it grinds my thumb. There's a couple of other functions I would have liked to change. But there we are...
I would prefer the kit selections from Battlefield 2142, those suited me well. Thinking of Bf 2142 is it possible to play maps in Bad Company's multiplayer that does not feature the americans?
I mean, I played the demo, and something just seemed totally "off" about it. Really didn't like it. controls, camera, audio, overall look.
A shame, because from the first teaser video I was quite looking forward to it. Now I don't think I'll bother.