It makes perfect sense to provide similar functionality in the editor, which is nowhere near perfect, but the problem of WP spam and not-quite-op, but interesting premium squads rarely making an appearance exists throughout the game。
Arcade mode? Arcade mode is the reason I play this game, I can easily turn it on after work and enjoy an intense or relaxing game without the worry of losing a lot of players after a new release like in COD, or the community server politics like in the Battlefield series, or dealing with the awful officer play enthusiasts in HLL and SQ
I like the idea you mentioned earlier of relying on airpower striking artillery positions to temporarily disable the enemy’s ability to call in artillery, but I doubt DF would bother adding that mechanic to the main game, I’ve experienced times when everyone on the team could call in artillery at the same time
Flamethrower tanks with good armour protection like the KV8, OT34, Sherman/Churchill Crocodile, KV2, ISU152 and other tanks with large calibre main guns cannot be added well to existing small map CQC games and need larger, more epic maps to work with.
Smaller vehicles like the Sdkfz222 can’t be added to existing campaigns as it’s also a bit too weak compared to the initial squad (maybe adding to Moscow or Tunisia after removing its cannon overheat would be an idea, or adding the ability to call for faster hits and more accurate artillery for such reconnaissance carriers and command tanks?)
Half-tracked troop carriers like the Sdkfz251 and M5 aren’t being introduced just because DF is lazy, we already have motorbike squads with similar mechanics, maybe they’re waiting for Kursk to introduce bigger maps, hopefully.
Not to mention the Jadgtiger, Ferdinand, ISU152, IS2 obj1944 (which I keep saying would be completely useless even if it came out if it still couldn’t penetrate a Panther hull), King Tiger H, Panshin/Super Panshin and all these war beasts, we don’t even have a free unlockable Stug III, which is rather ironic for a game that partly features WW2 vehicles
Funny, two Chinese communicating in English on the forum of a Russian game made by a Latvian studio
Call them supply points, ammo points, or limit certain weapons to T2/T3 soldiers only (elite troops and all that), and call them sinner’s souls always think it feels like I’m shooting a necromancer with a bunch of black magic zombies instead of a WW2 soldier with a robot teammate - although it’s about the same fight
The problem with losing players is not the arcade mode, it’s the boring and unchanging arcade mode - the game modes can now be summed up as occupy a warzone, occupy two warzones at once, occupy more warzones than your opponent, occupy a moveable warzone and occupy and defend a warzone - and they all use the same, unoptimised map design (think Pacific Tainaru River),where the core of victory is shooting more enemies faster.
I believe a Stug III that doesn’t interfere with teammates deploying PzIVs while carrying a lot of HE is more valuable than the current little toy, which is why I think the introduction of larger maps should be accompanied by the introduction of air force-like variety restrictions and the ability to customize shells for ground vehicles while an unlockable Stug III could sacrifice some anti-infantry capability for better frontal protection and the ability to destroy T34s head-on for those who haven’t yet unlocked the PzIV F2(like T50,powerful 45mm cannon with weak HE,goood armor and motility but turret turned slowly)