Battlefield Is Catering to People Who Won’t Learn with the new flight assist model
▲ 11 r/PilotsofBattlefield+1 crossposts

Battlefield Is Catering to People Who Won’t Learn with the new flight assist model

I genuinely don’t understand why Battlefield needs to automate this much of jet gameplay.

The whole appeal of flying jets is learning the aircraft. You practice pitch, yaw, roll, energy management, positioning, aiming, and eventually you become good enough to consistently outfly other players.

Now we have Airplane Control Assists that essentially let you point where you want to go while the game handles the actual flight controls for you.

And on top of that, there is aim assist.

So the hardest aircraft in the game, something that should have one of the highest skill ceilings; is being turned into one of the easiest things to pick up because the game is increasingly handling the difficult parts for you.

You don’t lower the skill ceiling of a difficult vehicle and call it accessibility. You just make the people who invested time mastering it feel like idiots for doing so.

I have no problem with helping new players learn. Give them tutorials, training modes, better explanations, whatever. But don’t butcher the actual mechanics that people spent hundreds of hours learning

Assist should help you learn, not replace the skill required to fly.

u/Skeeto22Zippy — 16 hours ago
🔥 Hot ▲ 5.0k r/Battlefield6+1 crossposts

BF6 players have insane main-character syndrome when it comes to vehicles

I genuinely don’t understand this subreddit’s obsession with nerfing vehicles into the ground.

They’re fucking vehicles. You’re not supposed to 1v1 a tank, IFV, helicopter or jet as random infantry and win every time. Battlefield has always been a combined-arms game. If you don’t like fighting vehicles, there are plenty of other games you can play.

The craziest part is that vehicles are already some of the weakest they’ve been in the franchise, especially fighter jets. Yet every time someone gets killed by one, it’s immediately “OP, nerf it.”

And honestly, I think half the problem is that nobody wants to actually play anti-vehicle. People refuse to switch to Engineer, refuse to coordinate, refuse to use AT equipment, then complain when the vehicle kills them.

u/Skeeto22Zippy — 15 days ago

I just wanted a nice tank skin why the fuck does dice gotta put racing stripes on it

Just why, could’ve been such a nice skin man

u/Skeeto22Zippy — 1 month ago

Just got passed by a Toyota starlet: hyperdrive edition

Unbeatable + anything goes is such an interesting combination

u/Skeeto22Zippy — 2 months ago
▲ 1.8k r/doctorwho

Was Matt Smith’s era of Doctor Who genuinely more cinematic, or is it just nostalgia?

I’ve been rewatching Matt Smith’s run recently and I went into it assuming nostalgia was doing most of the work. But honestly, I’m surprised by how well it holds up visually.

Episodes like The Eleventh Hour, The Girl Who Waited, A Christmas Carol, Night Terrors and Vincent and the Doctor genuinely feel cinematic in a way that a lot of modern Doctor Who doesn’t.

The lighting, colour grading, camera work, and overall atmosphere feel incredibly polished. Even when the budget clearly wasn’t massive, the show often looked like a fantasy film rather than a TV series. Every frame seemed to have a sense of wonder and scale.

The music is another thing I’ve noticed. The scores by Murray Gold during the eras of David Tennant and Matt Smith were so orchestral, emotional, and cinematic. Tracks like “I Am the Doctor” became part of the identity of the show. Rewatching these episodes, I’m amazed by how much the music elevates the drama, adventure, and emotional moments.

By comparison, some later seasons (particularly parts of the Jodie Whittaker era) often felt flatter visually to me. The colours seemed more saturated, but somehow less atmospheric, and the music didn’t stand out in quite the same way. I still enjoyed plenty of stories from those seasons, but the overall presentation felt different.

So I’m curious: was there something specific about the production during the Steven Moffat/Matt Smith years that made the show look and sound so magical? Different directors? Different cinematography techniques? Different colour grading? Or am I just noticing the strengths of an era that happened to align perfectly with my tastes?

u/Skeeto22Zippy — 2 months ago

DICE gutting the aircraft community, when will we ever catch a break?

Current DICE genuinely feels like they hate jets. Bombs are wildly inconsistent, killing tanks feels like a chore now, and flying just isn’t fun anymore it’s boring. Lock-ons are more rampant than they’ve ever been, getting painted is absurdly easy, and there are so many counters stacked against aircraft that your life expectancy on maps like Golmud feels measured in minutes. And this is coming from someone in the top 1% of pilots. I can still do well, but it’s painfully obvious why new players never want to touch jets anymore, the skill floor is brutal, the lobbies are insanely volatile, and every update feels like another nerf.

Meanwhile, the wider community acts like jets are just ‘press two buttons and farm kills,’ when most of their frustration comes from running into genuinely elite pilots. Instead of making aircraft more balanced and accessible, DICE just keeps gutting them until they feel weak, unrewarding, and honestly pointless to play.”

u/Skeeto22Zippy — 3 months ago

I feel like a co-op focused galactic war system in No Man’s Sky would add a much-needed layer of shared purpose and synchronized action for players. Instead of isolated or desynced encounters, players could align with distinct factions like pirates clashing with Sentinels, or civilian armadas defending trade routes and take part in coordinated, large-scale campaigns across star systems. These wars could unfold over time, with real objectives, territory control, and cooperative missions that reward teamwork, making combat feel meaningful rather than incidental. By giving players incentives to band together against hostile civilisations the experience would shift from loosely connected multiplayer to something closer to a living, breathing interstellar conflict where every participant feels like they’re contributing to a larger cause.

Concepts made with in-game screenshots, photoshop and ai to add some touches (fowgive me)

u/Skeeto22Zippy — 4 months ago