While much of this is just to keep track of your performance, there's also an element akin to experience points. That each of these resources can be taken out (and later repaired, reactivating them), adds another consideration to the conflict.Īlso intriguing is a small element of persistence to the game, where your performance and abilities are tracked as long as you play on certain ranked servers. While also existing on the map, the Commander's real role is to abstractly co-ordinate the battle on the strategy map, ordering scans, deploying the UAV to reveal enemy in a locale and choosing targets for the batteries. It's absolutely a boon in continuing assaults against a position, and an implicit encouragement for team play, especially with the built-in voice communication in a squad. If you join a squad, you gain the ability to respawn where the leader is, as well as receive waypoints and other commands from the leader. The biggest fundamentals are the addition of a Commander and Squad command level. After all, getting to a body which has just been killed implies that there's someone around who could easily do the same to you. It introduces a great axis for this support class, where you balance between the possibility for heroism and the very real risk to your neck. Some specific additions to some characters, like Medics being able to resuscitate a fallen comrade if they get to their corpse within a time limit, are absolutely golden. Perhaps that the Machine Gun makes a nice noise?). If they're moonlighting, anti-tank mines), Medics (Best thing: Being the ibuprofen dispenser which walks on two legs) and Support (Best thing: Er… well, we'll get back to that one. We have Special Forces (Best thing: Satchel charges), Assault (Best thing: Under-gun grenade launcher), Snipers (Best thing: Oh, use your head), Engineers (Best thing: If they're doing their job, fixing stuff. Seven are included, with a skillset expanded from previous games. Most interesting are the character classes which you get to play. For ease of play and to help reinforce American feelings of fear and vulnerability, they have fairly equivalent powers. Three sides are included: the popular US Marines, a Middle-East coalition and top-commies China. Do master both of the flying machines before trying it on an open server, because if you don't and I'm in it when you crash, I'll explode your head with my enormous telekinetic powers. Admittedly, until you master them, these tactical possibilities mainly involve crashing into a hilltop at high speed, but that's beside the point. Speaking generally, the vehicle additions like expanded-used helicopters and fighter jets add to the tactical possibilities of the conflict. The sensation of skidding a buggy down a side road while trying to get the hell out of there before a tank manages to turn its turret on you is absolutely impeccable. Graphical fidelity is one thing, but its things like the vehicle's physics which really impress. Obviously, technologically the game's a huge step forward. It's lucky that the beauty of Battlefield is in the details. Basic limitations like a smallish selection of maps and that there's only one game mode included also makes hackles rise. As it is, we're a little harder to impress. If it wasn't for Desert Combat, the modern setting alone would be enough to make people queue up to reenlist in a Battlefield sequel. More realistically, it's that as a multiplayer game which opened up its code to the community, inclusions in the latest edition are things we might have already seen (and become overly familiar with) in a mod capacity. If Battlefield has a fault, then it's that it doesn't spew golden coins from the top of your monitor when you play it.
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