A moment of freshness does not mean that it is always fresh. After playing for a long time, players will find that there are many design flaws hidden behind it, all of which are related to the cover. One is the missing bunker design, and the other is the existing bad bunker design.
Boats and various bunkers are the core of infantry combat. Only with a bunker can you have posture, only with a posture can you have running position, and only with a running position can you have strategy. Only with a strategy can we have a series of actions that improve and deepen the fun and depth of infantry combat, such as traveling forward, stealing points, and circling around to avoid bullets. The lack of bunker design will make the entire infantry fighting quite boring.
I think the previous " Battlefield " map has a very accurate grasp of the filling of bunkers and other maps. In the previous work " Battlefield 5" as an example, the map of "Battlefield 5" includes three types: a chariot storm that emphasizes vehicles and a map of Ershudan, a map of Melgi Battalion and Maruita that emphasizes infantry, and a balanced map of Provence and Solomon Islands that emphasizes Buttan's coordinated combat. The most obvious sign that distinguishes them is the difference in the terrain and the number of bunkers. The latter two types of maps provide ample bunkers and undulating terrain, providing infantry with point-to-point movement and exchange space. Even the first type is a house that provides trenches, rolling terrain and point-to-point connections, providing limited mobile space for infantry.
Over time, the design of the bunker connecting points in this work was replaced by scattered woods, the grasslands around Nirvana D, the central garden of the kaleidoscope, and was criticized. Running in places where there is no shelter, there is almost no place to hide. In other words, when you want to bypass the Great Plains and steal some points, but are trapped by Wuzhi or the flock of birds, you have basically no chance of surviving except throwing smoke bombs and lying down to wait for good luck. Of course, this does not mean that players cannot transfer to other places with higher success rates. After all, players can call cars in real time through the airdrop vehicle system to reduce travel space.
However, even if the player sneaks into the enemy's stronghold, he will find that there are already several or even dozens of enemies waiting for his arrival around the stronghold. If we want to explain the reasons for this phenomenon, we have to compare this work with the previous "Battlefield" series.
In previous works of "Battlefield", 64 people basically only competed at 6-8 points, and the distance between points is not very close. A team with good marksmanship can realize their desire to occupy a territory. But in this work, the actual number of large points has not changed much, but the total number has doubled, making it more difficult for a single team to grab points. What's even more fatal is the cluster point design of "only you can grab A1 A2 A3, you can grab A" reduces the cost of team defense and increases the difficulty of grabbing points in disguise. The exchange and occupation of points depends entirely on which side has more people, so the arbitrary nature has greatly increased.
Players will naturally give up their previous ideas and instead adopt the method of following the trend and refusing to fight alone. I go to places with many people, I go to places with many people, and I run away when there are few people. "Battlefield"'s consistent infantry combat strategy has disappeared due to the greater demand for the number of people, the design defects of the map and the design of the dots, and replaced it with the large army's plain war artillery.
To sum up, although the repaired gun shooting experience can maintain a certain game experience, the lack of sufficient bunkers, the perfunctory work of existing bunkers, and the design errors of their own points make it difficult for "Battlefield 2042" to reach the level of the predecessors in the series.