Prone was and is still bad shit shouldn't be in multiplayer games.
Absolutely nonsense. Why should there not be prone? Especially when cover is destructible, it's important to be able to shield your body from incoming fire, and in a lot of situations simply crouching just doesn't cut it. And before anybody says, "Oh, but no prone means less camping!" - the very OP has a .gif debunking that. Hell, herds of camping wookies was practically a meme in the BC2 community.
I love this terrible, unsubstantiated, lazy, and classist argument every time it comes up with no explanation. The OP literally mentioned all the new features and complexity added since the early Battlefields.
Allow me to add some explanation, then.
Features/complexity added in the Frostbite Battlefield titles:
- destruction
- Rush
- weapon customization
- vehicle customization (e.g. completely ridiculous crap like Active Protection in BF4)
- weapon ballistics
- suppression
Features/complexity lost in the Frostbite Battlefield titles, no particular order:
- Commander mode (barring a half-assed implementation in BF4)
- Conquest variants (just about every CQ map in BC2 onward is Head-On only, with just a few maps built for other types like CQ: Assault, but they're only available in DLCs, and so of course they die out soon after release)
- prone (BC/1943)
- squad leader (when anyone in a squad can spawn in on anyone else and all the SL does is mark points, then the position may as well not exist)
- stamina system
- non-regenerating health/lasting damage
- battlefield awareness (that is, the inclusion of 3D spotting, killcams, audiospotting, minimap death skulls means the player is less encouraged to be aware of their surroundings in favor of simply letting the game do it for them)
- highly specialized classes/kits (you can argue that 2142 started the trend of the diluted 4-class system, but BC2 took it to another level and it's been more or less crap ever since)
- large-scale, vehicle-focused map design (of course such designs exist in modern Battlefield games, but in general, and especially in BC2, map design has shifted towards smaller, more congested layouts focusing more on infantry combat and featuring fewer vehicles)
- limited vehicle ammunition (though BF1 achieved a pretty decent compromise)
- Conquest ticket bleed (specifically in BF1)
The Refractor-era Battlefield titles were not perfect, but they were certainly designed more around the series' strengths - teamwork through specialized classes and hierarchical coordination, large-scale maps with emphasis on vehicles - than the Frostbite games. It was abundantly clear that EA heavily marketed Bad Company 2 towards the Call of Duty audience and that DICE designed the game to be much more accommodating for those same players than previous titles. There has been some improvement in terms of re-adding depth to the gameplay with the subsequent mainline games, but on the whole, nothing approaches what was achieved with the classic PC titles.
The heck are you talking. The most "dumbed down" Battlefield was Bad Company 2 and you will find very few people here who disliked that game.
I would put down a hefty wager that most people (not everyone, but most) who consider BC2 one of the best games in the series never played the PC titles, maybe didn't even hear of them before jumping aboard the series. And, well, yeah, makes sense that BC2 would be widely enjoyed if it was designed to appeal to as many people as possible.