Allow an option (button) to make sandbags snap together

Sometimes getting sandbags to place correctly is an absolute pain, especially when in the middle of combat. Being able to snap them together, not just on the sides but on the top or back as well could be extremely useful.

When trying to snap to the top of another sandbag wall, they should have snap points not just in the middle but also half way to the sides (the place point of the top sandbag would be able to snap to the very corner of the bottom sandbag), allowing for gunner nests to be assembled more easily.

Also, if a sandbag wall is snapped to the back of another sandbag wall, it should make the two much stronger, making them more resistant to explosions and have a MUCH longer time to break down. Since it costs 2 sandbag walls, this is fair.

8 Likes

they should program in the ability to block off windows with sandbags, there should be multiple types of sandbag walls, like a full sandbag wall, sandbag wall with a hole thats also known as murder hole, half filled sandbag wall and so on
using the same key for rotating objects should be used for switching between murder hole sandbag wall, full sandbag wall and half wall.
the sandbag wall would automatically fill in to the shape of the window hole because it would detect the dimensions of the wall, and choose the sandbag wall shape accordingly.
when the blueprint for the sandbag wall is placed, the window thats obstructing it would automatically destroy itself to prevent glitchy appearance of opening and closing a window while the sandbag wall is clearly in front of the window

i had a idea to allow us to build brick walls to block off holes, but then this wouldnt make sense because the enemy soldier would struggle to destroy the wall thats been freshly built.

5 Likes

I also like the idea of murder holes but for some reason, they still haven’t implemented them.

As far as completely blocking off windows, this could have its pros and cons. Personally, I like setting the sandbag in the window then another behind it on the floor to give a better shooting position for players to stand on, while still gaining some better defense. Coupled with an ammo box right next to it, this can be a very effective strategy. (Until a flamethrower shoots in the general direction and burns everyone through a wall.)

1 Like

my thinking here is, allow the windows to be blocked off but not doors, because then you could barricade yourself fully and the enemy would struggle too much to get in, blocking off windows could give you a chance to keep enemy from shooting at you from lets say your flanks, and the enemy would rather focus on the front and back, resulting in less areas to worry about

1 Like

There needs to be a way to barricade doors though. Otherwise a flamethrower can literally walk right in. Forcing them to stay in the open for longer, and therefore a better chance to clear them off the front with machinegun fire or grenades is why barricading doors exists.

my idea is to just barricade all windows with murder hole sandbag wall, and garrison everyone at the murder hole sandbags, this would effectivly prevent anything and anyone from coming close.

also this just gave me a idea, what we need is doors/windows detection system so we can give a order for the AI to stand guard near the windows, so they can effectivly be more useful by looking outside windows and spotting and shooting enemies

There is still the major flaws you are looking over. With an OPEN doorway, HE shells can still be shot through, grenades thrown in, flamethrower can hit the front (with its current system of burning through walls, let alone putting shots through holes) then walk right in the front door. The only way to stop any of that is by having a physical barrier there.

Also, if the murder holes were implemented as you said, including with AI being able to use them, there would be no reason anyone needs to move through the front door to attack. Anyone that needs to operate outside could use the flank routes. Leaving the door open is a MASSIVE tactical error that can very easily lead to the loss of the objective.

Therefore, I still believe you should be able to seal the door, as there are still plenty of ways to open it up for attackers, it just requires them to actually use effort and some strategic thinking rather than impulsive run-and-gun tactics.