Something as simple as a large mountain range would have sufficed. In closing, Air Superiority is a fantastic and essential addition to Battlefield 3, but one that could have used some extra spice in order to retain a greater amount of interest.
They are big, but not too big. Where Armored Kill was a bit of a bore on consoles, End Game gets it just right. Even if some Conquest flag layouts might seem a little big on a couple of the maps, DICE gives you more than enough tools necessary to deal with it. It makes each map feel smaller, despite their actual size. Similar to Armored Kill, however, End Game does give a bit of direction and purpose to the 5-flag Conquest layout by granting the new Dropship aerial vehicle to any team that captures and controls the central flag.
The Dropship, which can be taken out by other vehicles, both aerial and anti-air, plots its own course along the map and allows players to either paradrop from it, or access an additional IFV up to two on PC which also paradrops to the ground in its own neat little sequence. Nebandan Flats and Kiasar Railroad are fairly open and feature tons of space in between each set of MCOM stations in order to give plenty of room for tank vs.
This time around, however, you can say goodbye to the pesky Gunship that plagued Rush in Armored Kill. Obviously, the Fall setting is quite similar, but I really enjoy rushing up over the hills and through some of the winding routes between the cliffs and trees, as well as the opportunity for some long range sniper and counter-sniper action.
Sabalan Pipeline plays similar in that infantry has more opportunity to stay covered amongst the bushes. Oddly, I found Team Deathmatch to be a particularly attractive choice of game mode on these new maps. Kiasar Railroad might as well be the new Noshahr Canals. It plays exactly the same, but with a fresh backdrop of lush, green pine trees. I still prefer to play BF3. But it's up to par with the Battlefield franchise.
Maybe not as fun as BFBC2 in some game modes. And the latest DLCs make it even better. Actually, most of us oldies who didn't play it note: I played it avoided it because it wasn't Battlefield. It wasn't a game about massive maps full of craft and explosions where people were navigating ships and mayhem.
It was very much focused around tight Call of Duty-style combat. Those maps with vehicles did exist, but the vehicle counts were low two tanks on Caspian, for example, 2 jets and a heli. Compare that to something like Wake Island aircraft carrier, numerous boats, aircraft, multiple tanks, even shore anti-ship guns.
A lot of us were looking for BF and got Call of Duty with tanks. A much better game over CoD, of course, but still, unlocks, lots of maps with no vehicles Metro!
We've gone over this destruction shit time and time again. The destruction level in Bad Company 2 made all cover useless far too quickly into a round. Instead of having interesting map design with multiple paths and elevation differences, you're stuck with a mostly open landscape with hardly anywhere to take cover. It further unbalances the game towards the vehicles, taking away the only advantage that infantry players have over armor, mobility and the ability to navigate through areas vehicles can't.
Toning it down was a necessary part of balancing the gameplay, because there just are never going to be enough vehicles for everyone, and that's not what Battlefield is about anyways. Battlefield is about mixed tactics, vehicles and infantry supporting each other. That's what it's always been. On the other hand, I felt it allowed the games to progress a lot better as the destruction allowed you to eliminate protection for the harder defensive goals especially in Rush mode and progress the attack.
Instead we get levels like Grand Bazaar where no one can progress because all the approach points are locked down. And since you cannot clear out the buildings overlooking the approach paths, the game stagnates for long stretches. I'll take destruction over failed balancing any day of the week.
Metro is another example. The level was so stagnant after the first day because of the lack of destruction. It made the entire map useless. Metro is terrible, no doubt about that, but more destructability would not help it be better in any way whatsoever. The problem with it is that there are only long, straight lanes to attack through that any competent defense can cover.
Only when you get to the apartment buildings i. You are absolutely wrong about Grand Bazaar. Yes the middle corridor is always a huge clusterfuck usually because idiot server admins put too many players on it , but all the other points are totally open to attack without too much trouble. People get too focused on attacking one point instead of being flexible and attacking a real weak point.
I can't begin to count the number of times I have single handedly captured one of the surrounding control points, and the number of times I could have done it with just one decent player as backup. Don't blame the map for blind idiocy. I feel like a lot of this was addressed in Armored Kill and to a lesser extent, Back to Karkand. End Game is the fifth and final expansion pack for Battlefield 3. It will add a few new game modes from past Battlefield games, new maps, new vehicles, new dog tags, new assignments, and new achievements and trophies.
Like the last DLC pack, Aftermath will have four different release dates depending on the console and if you have Battlefield 3 Premium. End Game will feature four new maps, each representing a different season and terrain.
Spring is represented by a green, woodland area; Summer is represented by a dry, flat desert; Autumn is represented by a mountainous, forested area similar to the Spring map, but more orange; Winter is represented by a snowy, mountainous area. End Game will be adding four new Vehicles to the massive selection that's already available.
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