For example, two of the final capture points on Hourglass and Kaleidoscope are on the top floors of skyscrapers, and the only way up is either through a handful of elevators ( whose doors consistently open to reveal an enemy firing squad) or via air transport. Then there will be some points placed in utterly inaccessible locations. The amount of open ground between capture points makes running between them on foot a virtual death sentence. Some of the “2042″ maps - Breakaway, Hourglass and Kaleidoscope in particular - feature a stark contrast between wide-open expanses and close-quarters areas. The disparity in environments is the source of another gripe. Eventually, I found the information by going into the collections menu, then the weapons menu, then the menu for the specific weapon, then the menu for attachment type, and then I could highlight the next attachment and see my progress: I needed another 30 kills. How close am I to more unlocks? At first I didn’t even know there’s no way to check your progress with weapons I could find in the game’s main post-round screens. Once I came back to the M5A3 and finally cleared 30 kills, I received a relative deluge of three more attachments along with a new skin. Because my shots with it didn’t seem to be hitting, I spent a lot of time in vehicles and swapped weapons often to try more accurate options like the DM7 and, once I unlocked it, the PP-29. In the first 20 or so hours of play, I had unlocked exactly three attachments for the M5A3, the game’s default assault rifle. This makes it very tedious to unlock weapon mods, which only become available by reaching a certain number of kills. You need to register kills, but that is quite difficult given the game’s hit registration and weapon bloom issues. Accruing XP for weapons feels unusually difficult, especially when XP isn’t given out for suppression as it was in past games. Progression in “Battlefield 2042” feels far too much like the latter system.
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