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Battlefield 1


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PoeticWhisper

I'm hype as sh*t for the french DLC. It looks awesome. The behemoth tank, the maps all look cool. Personal favorite of mine (from the looks) is Verdun Heights. Reminds me of the hill section of Hill 137 from Bad Company 2 Vietnam. That map always looked dope.

Also people are wondering if there will be new Operations with the DLC and I would hazard to guess, yes. Cause the maps are connected.

Verdun Heights will likely lead to Fort de Vaux (Fort De Vaux is in Verdun, France. And had many battles waged in it, if my knowledge serves me correctly.)

Soissons will likely lead to Rupture. (Soissons is said to be part of the largest tank assaults in history, Rupture is slated as having giant tank wrecks everywhere, so it makes sense.)

Also, Verdun Heights and Rupture could both take place at night. Rupture seems like it's gonna have the reverse Dawnbreaker effect and go from Dusk to Night. Fingers crossed.

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I'm hype as sh*t for the french DLC. It looks awesome. The behemoth tank, the maps all look cool. Personal favorite of mine (from the looks) is Verdun Heights. Reminds me of the hill section of Hill 137 from Bad Company 2 Vietnam. That map always looked dope.

 

Also people are wondering if there will be new Operations with the DLC and I would hazard to guess, yes. Cause the maps are connected.

 

Verdun Heights will likely lead to Fort de Vaux (Fort De Vaux is in Verdun, France. And had many battles waged in it, if my knowledge serves me correctly.)

 

Soissons will likely lead to Rupture. (Soissons is said to be part of the largest tank assaults in history, Rupture is slated as having giant tank wrecks everywhere, so it makes sense.)

 

Also, Verdun Heights and Rupture could both take place at night. Rupture seems like it's gonna have the reverse Dawnbreaker effect and go from Dusk to Night. Fingers crossed.

Yeah they should add a night operations mode like bf4, night raids were very common in the war. How do you feel about the new elite class, they say hes going to have tons of bombs. Its fitting because the new tanks look like absolute monsterbeasts.

 

That vietnam dlc is tied with gta eflc for best dlc of all time. Shame i dont think theyll ever make another dlc like that either

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A support nerf, really?

L71cGcK.png

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Increased horizontal recoil by 14.3% on the following weapons:

  • Automatico Trench
  • Hellriegel Factory
  • M1909 Storm
  • Madsen Storm
  • MG15 Storm
  • BAR Storm

Wtf man, wasn't that the whole point of the storm versions, that you don't get hipfire or a scope so you get decent ADS accuracy?

 

And f*cking over the hellriegel again. The automatico is also great from the hip and I barely ADS it but it still sucks.

 

I always look at weapon balances and think "Why don't they just make the sh*t guns good instead?"

 

Pretty bullsh*t. Also f*cking with the 10-A again. As long as my low weight bi-podded LMG's don't get f*cked up like the lewis gun and the MG15. Those things are rape machines now they added those.

 

like so:

 

http://xboxclips.com/Kivlov/d1a73996-5425-40ef-8838-0b70cbb3818d

 

 

Also adding in level 50 caps, man, wtf, all that wasted XP I have been dumping into classes, and sh*t like ribbons and weapon codex, what do they give you? f*ck all except XP, and what does getting max rank in a kit give you? A f*cking stupid thing for your kill screen? Who gives a flying f*ck? Where the f*ck are my new guns and sh*t?

Edited by Daz
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What do you all think of the progression system? Were any of you satisfied by it?
Unlocking weapon attachments and battlepacks is extremely juicy in BF4, if I were to be honest I'd say it's the only reason I play it anymore.

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What do you all think of the progression system? Were any of you satisfied by it?

Unlocking weapon attachments and battlepacks is extremely juicy in BF4, if I were to be honest I'd say it's the only reason I play it anymore.

One of the reasons i dislike bf1. Im level 10 in basically everything that counts , but i havent played it in a while
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Playing as a Medic in this game is pretty satisfying when the squad aren't charging about on their own like kids on a playground or ignoring capture points while they jerk off their sniper rifles on hillsides and rooftops.

 

I do find all the desert locations pretty boring though, despite the period-set combat. Probably because I've had my fill of middle-eastern locations and soundtracks after the last ten years of FPS games.

 

 

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PoeticWhisper

I prefer BF1's leveling system. I hated getting all those gun attachments for sh*t I don't use in BF4. There was also just too much sh*t to unlock in BF4 that it just got mundane after a while. I like the level 10 guns and the grind to get them. I still don't have the martini Henry.

Edited by PoeticWhisper
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I prefer bf's leveling system. I hated getting all those gun attachments for sh*t I don't use in bf4. There was also just too much shut to unlock in bf4 that it just got mundane after a while. I like the level 10 guns and the grind to get them. I still don't have the martini Henry.

 

Dont get too excited about the Martini-Henry after the last patch the poor thing got so downgraded. Its hard to find that "insta kill sweetpot" still cause over 65% damage but not like the good old day of one kil shot. Stick with the infantry or calvary Winchester (ingame Russian) variants have a more predictable sweetpot and more fun.

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PoeticWhisper

 

I prefer bf's leveling system. I hated getting all those gun attachments for sh*t I don't use in bf4. There was also just too much shut to unlock in bf4 that it just got mundane after a while. I like the level 10 guns and the grind to get them. I still don't have the martini Henry.

 

Dont get too excited about the Martini-Henry after the last patch the poor thing got so downgraded. Its hard to find that "insta kill sweetpot" still cause over 65% damage but not like the good old day of one kil shot. Stick with the infantry or calvary Winchester (ingame Russian) variants have a more predictable sweetpot and more fun.

 

 

Well to be fair, pre-patch Henry was killing in 1 shot to the arms and legs and not the body. Which is a bit ridiculous if you think about it. Anyway, they're releasing a patch soon that buffs the Henry.

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Make Martini-Henry again! We want insta kills!

I cant wait for the new DLC and that insane french super tank. I have an idea of possible scenarios between the tank Behemoth and the common tanks lol

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Not sure what actually changed with the martini henry but it seems to be as good as always:

 

http://xboxclips.com/Kivlov/12b86016-6af0-4d4b-9868-c49ee0e2e124

 

Have yet to try the hellriegel.

 

f*cking ribbons though man, f*cking endless, I hope there is a setting to remove them because they are a bit too frequent.

 

They still haven't fixed that massive c*nt of a glitch being revived with a f*cked up gun and not being able to fire until you swap weapons. Just died like a retard trying to put on a shirt and it felt awful. Also I am still getting the bug of spawning into a game and being blind, only seeing hud, everything else being black. f*cking gamebreaking sh*t and its still like it.

 

c*nts.

Edited by Daz
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Daz I disagree with you on the 'nerf' this time around. Seriously, they nerfed jack sh*t with the goddamn Automatico's. They need to be nerfed more.

People bitching about shotguns need to eat a dick. Seriously, they are now great how they are. They're super effective/deadly up close but they're useless beyond anything but 15 meters.

Automatico is the same kind of gun. Except it doesn't have ANY downsides whatsoever.High rate of fire? Check, super accurate (even on longer ranges actually?) check. Aimed fire accurate/effective? Thanks to the nerf it is!

Pistols and revolvers overall are yet again too f*cking weak. But no, let's overpower one of the dumbest guns in the game. Can't wait to when they finally 'nerf' out gas once again for all the goddamn idiots crying about it.

PRESS f*ckING T/UPWARDS TO f*ckING PUT YOUR GODDAMN GASMASK ON RETARDS. How f*cking HARD is that?! Can you counter a IMPACT GRENADE/incendiary grenade with one buttonpress? NO



Also the state of the game at the moment is pretty sh*t. Not specifically on balancing (apart from the overpowered automatico's and some of the semi auto rifles being not accurate enough in my opinion) the game is good. It's just the constant flow of idiots playing this. Not playing their roles, not playing the objective. It's f*cking stupid really. Really looking forward to the French DLC.

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Im honestly worried about the longevity of this game. Unlike bf3 and 4 , i feel like once the next bf comes along this one would be unplayable. Idk why but its like everytime i play this game less and less people are playing and the matches i play in are not full. And especially when the dlc comes along , itll split up the even more people. 64 man operation usually ends up around 40 ppl, i play on ps4 btw. I remember with battlefield hardline i bought the dlc first day and it was like a waste of money cause no one even played and the matches were isolated as hell. I just stopped playing the dlc altogether and stuck to the base game. Idk if its dice servers just being retarded. Im gonna get the french dlc though but i wish they took notes from bfhl amd added a gun bench and let u customize your soldier.

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PoeticWhisper

ozeK6jB.png

This was a bitch and a half to get.

For those who don't know how to get it:

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  • 3 weeks later...

The new DLC is awesome. I very much liked the new maps. 64-man operations on Verdun was horrifying. The infantry maps are intense. Soissons and Rupture both were very open and fresh in the way they looked. Lots of trenches in the DLC.

I adore the Chauchat machine gun. It's an absolute beast and works perfectly for my playstyle. The only drawback being of course the hideously slow rate of fire and low magazine capacity. Still my fave gun overall since it's a quick takedown with proper control.
Stands absolutely no chance against assault players in CQ. Better off with a BAR trench. This gun performs best if used like the M1909, by being not too close, and by having an overview of the situation and if you shoot the first shot.
e:
At the time of making this post I've got a couple of service stars(currently the 14th most kills with the Chauchat globally, I'm sure that will change as I go to sleep though :p ) and I've found that it's also highly effective if used with single-shot fire over longer distances while strafing. It's no good up against assaults still, unless you hear their footsteps and shoot before you can see them.

 

edit while my next round loads:

The french cutscenes for the operations were chilling. As I've understood it, the french were hardcore as f*ck in WWI and they've represented this well with the cutscenes. The descriptions of Verdun stood out in particular.

Edited by Marwin
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I absolutely adore the new maps. Always felt like there wasn't enough emphasis on the trench warfare aspect, I'm glad to see DICE was willing to take a step that way with the DLC. So much fun.

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How much does it cost per DLC?

 

I only have the Standard edition and not planning to buy the all-four pass thing.

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PoeticWhisper

Love the DLC. Verdun Heights has to be one of my favorite looking maps in BF history. It's amazing.

The weapon assignments are a pain in the f*cking ass. The RSC 1917 Optical was such a bitch to get man. 15 kills with the Autoloading Factory. 5 bullet magazine. And half the time you do not get kills with the 5 bullets. That pissed me off. Getting headshots with the MP-18 Optical was a bitch too. Same with the Lewis Gun Supressive. It seems they looked at a long list of weapons that nobody used in each class and was like "Yeah, let's just put these in the assignments to piss people off."

That said, I've got about 4 of the 8 weapon assignments. Almost have the game 100% on achievements again.

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I'm surprised about the complaint. I got both the kills and the resupplies done in the one and same round.

L71cGcK.png

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PoeticWhisper

I'm surprised about the complaint. I got both the kills and the resupplies done in the one and same round.

Teach me your ways.

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I'm surprised about the complaint. I got both the kills and the resupplies done in the one and same round.

Teach me your ways.

 

 

It just happened to be how I play the game :p I usually don't get less than 70 resupplies per round and I use the suppressive/telescopic guns a lot. In my first round in the DLC f.inst, I got 151 resupplies.

 

Now for something completely different: DICE will be adding auto-replenishment for more than just 'nades, which was already a mistake imo.

From a DICE dev on reddit regarding what they're calling "Ammo 2.0":

 

"The grenade resupply changes have been quite controversial, and I've seen a lot of posts asking "What was DICE thinking!?" So I'm here to answer that for you, and invite to discussion.

 

The grenade changes that we tested a few weeks ago in CTE and recently released with Battlefield 1 They Shall Not Pass are a very small part of a much larger system we've been calling Ammo 2.0 internally.

 

What is Ammo 2.0?

Ammo 2.0 is a complete rework to the resupply mechanics of Battlefield 1 that at its core is intended to increase the utility of the Support class. It should always be helpful to have a Support with ammo gadgets around. As side effects to this system we also get much more freedom and levers to tune how often gadgets can be used beyond just max ammo count and resupply time.

 

What are our goals with Ammo 2.0?

Ammo gadgets should always be helpful, and increase the abilities of other gadgets in the short term, even immediately after spawning in, not just after they've expended all of their uses.

Other gadgets should not become completely useless once their ammo is expended, but should be stronger when supported by ammo.

Resupplying must be limited to prevent overuse of gadgets, but should not require players to sit on a box for an excessive amount of time, else redeploying with full ammo becomes a more attractive and efficient option than actually resupplying.

 

How do we plan on solving those issues with Ammo 2.0?

The core of Ammo 2.0 is a shift from ammo gadgets being the only way to resupply, to a cooldown based system with ammo gadgets modifying cooldowns. The cooldown based resupply shifts the benefit of the ammo box from long term to short term. With the cooldown giving small amounts of ammo over the long term, we can reduce the starting ammo of many gadgets, making having ammo most important during a fight instead of after. In many ways the Support's ammo gadgets will become something like the offensive counterpart of the Medic's healing gadgets. Passive health regen will allow a player to survive without a Medic in the long term, but in the short term the Medic gadgets are critical to winning fights. We want support to multiply the effectiveness of other classes. For example, 2 Assaults supported with ammo should be better at taking out tanks than 3 Assaults without Support. Bringing a proper squad composition with complementary roles should be stronger than brute force stacking a single class.

 

Cooldown based gadgets are nothing new to the Battlefield series, a good portion of the gadgets in Battlefield 1 already use a cooldown or regenerating ammo, such as medkits, syringe, mortar, periscope, and more. With Ammo 2.0 we'll be able to extend the benefits of the ammo box/pouch to these gadgets as well. So far you've seen two parts of the system, grenade cooldowns, and ammo box cooldown speedup. We've seen around a 7% decrease in grenade throws per second and grenade kills per minute across all base game maps since Battlefield 1 They Shall Not Pass was released.

 

What's next for Ammo 2.0

Lots more changes will be coming to CTE for testing. Here's a preview of what we want to experiment with:

The next thing coming to CTE will be a tuning pass on grenade timers and ammo box cooldown speedup. These changes will increase the time it takes to regen grenades without ammo, but also increase the strength of the ammo box buff. Resupply time with the ammo box will be mostly unchanged.

Suppression hindering resupply. Much like passive healing and the medkit are already blocked by suppression, we'll be extending that to resupplies as well. Incoming suppression will completely halt passive resupply, and will make resupply from ammo boxes take 50% longer. This should help reduce grenade use on infantry maps like Argonne, Verdun, and Vaux where players are often in combat, and where we also see the highest rates of grenade kills, without making grenade resupply painfully long on larger maps where grenades are much less of a problem.

Expanding Ammo 2.0 support to all gadgets.

Adding Ammo Pouch support to Ammo 2.0. Our intent for the ammo pouch is to have it apply a "sticky" effect to the soldier who picks it up, giving him a similar cooldown reduction to the ammo box on his gadgets for a short time.

Testing persistent cooldowns. This would mean tracking ammo count through death. Players would always spawn with at least a minimum amount of ammo, but the only way to get back to maximum would be to wait for the cooldown, either waiting a long time, or quickly with the help of a Support. No more bypassing the need to resupply by dying or redeploying.

Testing ammo overcharge. This would allow ammo gadgets to supply players past the normal maximum ammo for their gadgets. We can also allow progress towards the overcharge to tick up without the ammo box, then instantly apply it upon interacting with an ammo gadget.

 

We are also looking at smoke grenades, and whether a single grenade covers enough area. We may tweak their effect to provide better cover from each grenade.

Of course we are open to your feedback and suggestions, and would love to have a constructive discussion around Ammo 2.0 and the vision for it. Nothing is set in stone, and this is a great opportunity to influence the direction of the game."

 

 

Read some comments & responses in the reddit thread: https://www.reddit.com/r/battlefield_live/comments/5zytvl/grenade_resupply_ammo_20_and_whats_next/

 

Um... great idea? :dozing:

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I'm surprised about the complaint. I got both the kills and the resupplies done in the one and same round.

Teach me your ways.

 

It just happened to be how I play the game :p I usually don't get less than 70 resupplies per round and I use the suppressive/telescopic guns a lot. In my first round in the DLC f.inst, I got 151 resupplies.

 

Now for something completely different: DICE will be adding auto-replenishment for more than just 'nades, which was already a mistake imo.

From a DICE dev on reddit regarding what they're calling "Ammo 2.0":

 

"The grenade resupply changes have been quite controversial, and I've seen a lot of posts asking "What was DICE thinking!?" So I'm here to answer that for you, and invite to discussion.

 

The grenade changes that we tested a few weeks ago in CTE and recently released with Battlefield 1 They Shall Not Pass are a very small part of a much larger system we've been calling Ammo 2.0 internally.

 

What is Ammo 2.0?

Ammo 2.0 is a complete rework to the resupply mechanics of Battlefield 1 that at its core is intended to increase the utility of the Support class. It should always be helpful to have a Support with ammo gadgets around. As side effects to this system we also get much more freedom and levers to tune how often gadgets can be used beyond just max ammo count and resupply time.

 

What are our goals with Ammo 2.0?

Ammo gadgets should always be helpful, and increase the abilities of other gadgets in the short term, even immediately after spawning in, not just after they've expended all of their uses.

Other gadgets should not become completely useless once their ammo is expended, but should be stronger when supported by ammo.

Resupplying must be limited to prevent overuse of gadgets, but should not require players to sit on a box for an excessive amount of time, else redeploying with full ammo becomes a more attractive and efficient option than actually resupplying.

 

How do we plan on solving those issues with Ammo 2.0?

The core of Ammo 2.0 is a shift from ammo gadgets being the only way to resupply, to a cooldown based system with ammo gadgets modifying cooldowns. The cooldown based resupply shifts the benefit of the ammo box from long term to short term. With the cooldown giving small amounts of ammo over the long term, we can reduce the starting ammo of many gadgets, making having ammo most important during a fight instead of after. In many ways the Support's ammo gadgets will become something like the offensive counterpart of the Medic's healing gadgets. Passive health regen will allow a player to survive without a Medic in the long term, but in the short term the Medic gadgets are critical to winning fights. We want support to multiply the effectiveness of other classes. For example, 2 Assaults supported with ammo should be better at taking out tanks than 3 Assaults without Support. Bringing a proper squad composition with complementary roles should be stronger than brute force stacking a single class.

 

Cooldown based gadgets are nothing new to the Battlefield series, a good portion of the gadgets in Battlefield 1 already use a cooldown or regenerating ammo, such as medkits, syringe, mortar, periscope, and more. With Ammo 2.0 we'll be able to extend the benefits of the ammo box/pouch to these gadgets as well. So far you've seen two parts of the system, grenade cooldowns, and ammo box cooldown speedup. We've seen around a 7% decrease in grenade throws per second and grenade kills per minute across all base game maps since Battlefield 1 They Shall Not Pass was released.

 

What's next for Ammo 2.0

Lots more changes will be coming to CTE for testing. Here's a preview of what we want to experiment with:

The next thing coming to CTE will be a tuning pass on grenade timers and ammo box cooldown speedup. These changes will increase the time it takes to regen grenades without ammo, but also increase the strength of the ammo box buff. Resupply time with the ammo box will be mostly unchanged.

Suppression hindering resupply. Much like passive healing and the medkit are already blocked by suppression, we'll be extending that to resupplies as well. Incoming suppression will completely halt passive resupply, and will make resupply from ammo boxes take 50% longer. This should help reduce grenade use on infantry maps like Argonne, Verdun, and Vaux where players are often in combat, and where we also see the highest rates of grenade kills, without making grenade resupply painfully long on larger maps where grenades are much less of a problem.

Expanding Ammo 2.0 support to all gadgets.

Adding Ammo Pouch support to Ammo 2.0. Our intent for the ammo pouch is to have it apply a "sticky" effect to the soldier who picks it up, giving him a similar cooldown reduction to the ammo box on his gadgets for a short time.

Testing persistent cooldowns. This would mean tracking ammo count through death. Players would always spawn with at least a minimum amount of ammo, but the only way to get back to maximum would be to wait for the cooldown, either waiting a long time, or quickly with the help of a Support. No more bypassing the need to resupply by dying or redeploying.

Testing ammo overcharge. This would allow ammo gadgets to supply players past the normal maximum ammo for their gadgets. We can also allow progress towards the overcharge to tick up without the ammo box, then instantly apply it upon interacting with an ammo gadget.

 

We are also looking at smoke grenades, and whether a single grenade covers enough area. We may tweak their effect to provide better cover from each grenade.

Of course we are open to your feedback and suggestions, and would love to have a constructive discussion around Ammo 2.0 and the vision for it. Nothing is set in stone, and this is a great opportunity to influence the direction of the game."

 

 

Read some comments & responses in the reddit thread: https://www.reddit.com/r/battlefield_live/comments/5zytvl/grenade_resupply_ammo_20_and_whats_next/

 

Um... great idea? :dozing:

I disagree with this whole ammo 2.0. Whats the point? This is pretty dumb
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Yes, I'm usually on the "devs probs know their own game" side of things but this is asinine.

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PoeticWhisper

Grenades shouldn't even regen. I can't get behind gadgets doing it too. Nade spam feels worse now than it did before the patch, IDC what DICE's statistics say. I've been killed more by grnades in this most recent patch then ever before. There's still gas everywhere and people are still spamming nades everywhere. It doesn't change. "Oh you only get 1 grenade when you spawn now" great. "But they regen every 36s unless you're by an ammo box" wha- why?

It's almost like they want not only the support class to become useless, but to create more explosion spam.

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dice is a good dev, but they shouldn't cater to casuals and noobs smh.

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ShadowPerson

so DICE/EA are planning a new change with Ammo 2.0, I had seen some youtuber explain it and seems to be a powerful big mistake.

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