Den Trailer fand ich jetzt gar nicht mal so gut
Da haben sie einfach zu sehr versucht, ALLES an Neuerungen irgendwie im Trailer unterzubekommen (wenn man im Detail mal liest, was es an neuen Features und Änderungen gibt, dann macht der Trailer etwas mehr "Sinn", weil da wirklich fast alles zumindest für einen Bruchteil kurz zu sehen ist).
Viel interessanter finde ich Infos wie die hier von "jackfrags" (dieser Youtuber, hat guten Draht zu DICE-Entwicklern). Wenn man danach geht, dann hat sich DICE richtig gute Gedanken gemacht IMO und es spricht dafür, dass wir hier ein sehr gutes Battlefield bekommen.
Ich bin SEHR guter Dinge, dass das ein verdammt gutes Battlefield wird. Diese Gesichtsmalerei und teilweise seltsamen Outfits finde ich auch recht affig und eher unpassend... aber: die standen halt jetzt im Trailer stark im Fokus, weil sie die ach so heterogene Zusammensetzung des Squads zeigen wollten. Im reinen Multiplayer ist das wahrscheinlich und hoffentlich nicht allzu auffälliges Beiwerk. Irgendeine Art von monetization-System will EA halt drinnen haben, das lassen sie sich bei einem AAA-Titel ganz sicher nicht entgehen. Und das ist mir (im halbwegs vernünftigen Rahmen!!) lieber als pay2win mit Lootboxen oder x DLCs, die kostenpflichtig sind und die Player-Base auseinander dividieren.
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[quote]No Season Pass
Launch locations are France, Africa and Rottedam and North Africa desert
Coop Mode called Combined Arms
Single player War Stories return
Fortifications are things like sand bags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
Predetermined areas to build such as at flags, can rebuild destroyed buildings
Attrition system – health bar is in stages, only regen up to closet stage not to 100 anymore
Physical interactions – every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
No more HUD/map spotting, spotting is based on movement/changes around you
Attrition system – much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
Ragdolls are server side, can now drag a downed player's body elsewhere
Any class can do a squad revive, takes longer than a medic revive, does not give full health points
Can call for help when down such as in the trailer
Ragdolls (player bodies) effect the environment, push down grass etc.
Gunplay completely changed
No more visual recoil
Each gun has a unique recoil pattern that can be learned and mastered
Bipods easier to use and setup
Bullet penetration through thin wood, sheet metal, walls
Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
Diving has a delay to prevent dolphin diving
Crouch sprinting is in the game
Can burst out of widows and commando roll, no destroying windows first
Can catch, throwback or shoot grenades
Less grenades because less ammo
Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
Heavily focused on squad play, instant placed in squad when joining a game
New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
Since squad spawning/deploying is faster than tactical map, squad wipes are serious
Squads accumulate points that can be spent on "squad call-ins", only squad leader can spend them in
Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
Elite classes are gone
Behemoths are gone
Large, non-fatal explosions can knock a player over
Four classes are back: assault, medic, scout, support
Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
Class archetypes highly customizable
Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
Can change and add specialization trees such as agility, flak armor, suppressive resistance
The more you play a class more you get more specializations/archtypes within said class[/quote]