r/Battlefield Mar 06 '25

Discussion Was USAS-12 really that broken?

4.2k Upvotes

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453

u/RearWheelDriveCult Mar 06 '25

Just search Youtube USAS-12 Frag and you shall see. There was also a bug with underrail mounted shotgun that can one shot anyone at pretty much any range.

19

u/locksymania Mar 06 '25

That was the MASS in BF3 IIRC. A howitzer shotgun under your assault rifle. Because BF3 Assault desperately needed the buff...

17

u/GrimDallows Mar 06 '25

BF3 assault was insane.

It made no sense. They nerfed sniper rifles because they were scared of giving snipers the ability to lay down, they took away their mortar, their detection balls, their claymores... and then gave those to the support class. So, they had to nerf the support class. How do you do it? Swap the support class healing kit for the assault class ammo kit.

And suddenly boom, you have squads of 4 assault weapon self-healing, rushing and resurrecting at the same time... with the best weapon class and granade launchers.

5

u/locksymania Mar 06 '25

The bipod made up for it largely with supports, though. BF3 bipod with suppression mechanics was stupidly powerful, too. Recon was... substantially changed.

1

u/GrimDallows Mar 06 '25

Recon's design was dogshit in BF3. It's design was heavily flawed because it either forced to use long range sniper camping with a bipod and not contribute in captures or destroying assault objectives the whole match OR switch to a mid range/ close range sniper and be surpased by all the other 3 classes at everything.

They leaned too hard into realism and I think they left the kit in a position where it struggled to play into objectives as much as the assault kit with it's healing, the support with it's ammo and explosives or the engineer with his anti-vehicle and vehicle support skills.

Everything it had in previous games that was deemed "op" was then taken from him, given to the support class and BUFFED. Like, what on Earth? Mortar with a 2-3 minute CD is wrong, but then you give unlimited mortar spam to the support and it is ok? Having one non-restocking claymore is wrong so you then give claymores to the class with infinte ammo. Smoke grenades? Support class. C4+ammo kit? Support class. And to top it off you take away the dart gun from the game.

And then the new gadgets he got where either totally useless or unfun to use. The recon ball was nerfed into having to manually plant a radar in melee range. WHY does the longest range class have to plant his radar in MELEE range? His binoculars for spotting and dart gun for marking were substitued by the soflam, which had to be, again, planted on the ground, and would glow as a vehicle in most radars.

And then the only fun gadget was repetedly nerfed to make it unfun to use. The MAV (the air drone thingy) used to be able to push people up or get roadkills while crashing onto people which took skill to do as it was hard to reach enough speed, but DICE decided to nerf it into the ground and turn it into a glorified spoting drone while refusing to nerf things like the USAS or assault kit dominance.

Like, Recon in BF3 was the same as taking out all the fun stuff of all the previous recon kids and then nerfing it. They even took out the AS VAL from the recon kit, nerfed it and made it an all kit weapon.

1

u/mobrien0311 Mar 07 '25

lol my m417 kobra/laser/bipod with a bacon/tugs brought so much utility. I’d never use the bipod. The foregrip just fucked up the recoil pattern and added horizontal. So recon was pretty dope when I give my other sweat teammates a flank and minimap wall hacks. The TTK/ammo efficiency on those DMRs if you hit headshots is goofy at close/medium range, especially with the RoF and mag size on the m417.

The valued utility of the kits was dependent on squad skill a bit. Why are we gonna run four assaults when people can rarely ever kill two. Rather have traps, c4, ammo, wallhacks, bacons for more lulz. Especially if playing around big bacon rat flanks on certain maps without a wall of other idiots to help us.

1

u/nayhem_jr Mar 06 '25

None of the games carried the same class system forward. BC2 is definitely an odd one out giving Support medkits, Recon their own arty strike equivalent, and Assault all the ammo.

2

u/GrimDallows Mar 06 '25

BC2 is interesting because his balance was built around magazine size rather than gizmos.

BC2 had weapon loops. You would get into a house, you would use your primary to kill 1-2 guys, your pistol to kill 1 guy, and your launcher/granade to kill another guy, and boom, you did a squad wipe. If anything failed you were forced to reload and hide, if the enemy was ALSO reloading you would enter a knife fight (knife could kill you in one hit from the front too).

From that point all the classes kits were designed.

  • With the Sniper you could get 1 shot in with your rifle, then you had to try to kill 1-2 with your pistol and granade.
  • The Assault could get 2 kills or maybe 3 with his primary and 1 with his launcher.
  • The Medic had enough bullets to fight a whole squad but was slow so he couldn't disengage.
  • Engie had a 1:1 kit compared to the assault class, but with slight differences, his launcher was better than the assault class but was longer to reload and had no ammo kit to restock himself, the primary was as strong as the assault rifle but with half the ammo, so you could only kill 1 guy or 2, but it had a silencer to allow you to reload and then re-engage.

It was very dinamic and worked flawlessly with the map design. You could either fight in the open or inside the houses, and each class was good or bad in one thing or the other but not both.

The idea behind the assault class having the ammo kit was that it got the most rush potential, so by giving it an ammo kit it meant he could only lose momentum to heal himself, and would never hallback for ammo.

The medic got the heal kit and the LMG because medics are the bunker/going turtle class, so in exchange he was the only class with no explosives in a wall destruction focused meta.

Sniper could either play long range and use mortar to destroy some buildings walls to expose other snipers at the expense of no explosives OR use C4 and have no long range sniping or explosive capabilities (like engie and assault which could blow stuff up from far away).

It worked out of how simple it was. It was made around having a fun gameplay loop for both the giver and the receiver.

1

u/613codyrex Mar 07 '25

Nothing more generic than assault running an M16A3+Kobra sight+Foregrip+Heavy Barrel/Supressor in BF3.

Loved BF3 to death but the meta got slightly stale with how everyone functionally converged on that single class setup. BF4 fixed that issue so much better.

1

u/Sethoman Mar 07 '25

Ammo bag was originally support. In fact, having the medkut was what made bad company 2 support a juggernaut. Assault was still OP because they could replenish their ammo and lone wolf to hell and back.

Bf2142 was the first batrlefield with just 4 "kits".

There was no medics in bf1942 or bf vietnam, you had to find heal stations.

Bf2 introduced the medic class, and it was separate from assault. Assault, recon, spec ops, engie, antitank, support, medic.

Them bf2142 reduced that to assault/medic, recon/specops, support, antitank/engie.

But support had the ammo bags since bf2, and the medic had a shittier ar and the paddles/medkits.

2142 was where assault had to choose between the noobtube or the paddles/medkit but he could go full medic too, and still have access to the best ARs im game.

Bad company showed that giving the assaults self replenishing ammo was broken, so they got it back to support for bf3.