Would small maps just disappear from the rotation then?
Thats why adding SMG squads is very questionable.
Maybe some players dont want big maps and want to stick with small ones
In my opinion Rifleman should be ultimate support class. The biggest number of avalable item slots and equipment that only they can use would encourage people to use them, maybe even instead of some specialists.
I would still syggest my idea of AG. Ammo is good but your version is just extention of already existing mechanic witouth anything new.
I dont want to argue but how is adding AG gunners an already existing mechanic?
I ment that giving ammo is already existing mechanic. And your AG will only extend this mechanic.
yeah you are right
Another update on this topic:
I made a prototype squad using this system.
This is a so called Starter squad and it uses weapons mostly from ww1 and interwar period.
I had to make this by myself because pictures on original topic focus mainly on classes and not weapons
Because these are poor squads, very few soldiers carry pistols, the ones who carry them are already armed with automatic weapons which is the biggest problem with starter squads.
The biggest advantage is that these squads carry interwar or cheaper weapons which can be sometimes cool to use
For example: ZB is lighter than other, more modern German guns
or
Begginer soviet squads carry 2 times more molotovs than veteran squads making them deadly in raiding vehicles (off course, when they fix molotovs in enlisted).
like I’ve said before, making larger maps won’t raise your average engagement range. Especially with objectives working the way they do now.
The monastery is really the best case scenario Moscow can get for allowing long range. Sitting that high up with create longer ranges than town or forest fighting will.
Normandy is big and engagements are much more long rang-ish than Moscow.
As you can see, the whole Moscow map has a lot of open areas that can be used for ideal long range attacks
We definetly need less assaulters in squads. That’s for sure. 1 or 2 is enough
For these maps that we have, more than two assaulters is definitely too much
You’ve probably wasted your time doing the research. I’m sure developers are aware that squad structure during WW2 wasn’t based on “gacha” mechanics, and yet that’s exactly what they went with. Furthermore, with the way squads work here they had a perfect opportunity to reinforce authenticity without hurting the utility (which is usually the main excuse). And yet this is what they went with.
At some point they’ve made a conscious decision to do that. Why would they change their minds now? I know why (some?) players would want them to, but that doesn’t really answer the question. Or maybe it’s even worse and they didn’t know where they were going with all this. In which case there is no hope of a cohesive response or any kind of understanding of anything.
now that you mention it, my new assaulter looks kindof suspicious
lolloolololol
Can you explain the joke?
I don’t watch anime so I didn’t get it
It isn’t as much about anime as it is about (mostly Asian) mobile games. Progression in those games often works similarly to what we have in Enlisted (layers of casino-like random drops and using duplicates to get a better version of things) and you’re usually collecting cute girls no matter the theme of the game.
If people didn’t play them they wouldn’t have been so numerous. Although they are less popular in the West. And yes, some of them are as you said “fetish games”, but I’d say those are a minority. Some are surprisingly decent. Decent time (and wallet) killers at the very least.
Wait???
You want to say that people actually play that shit!!!
I always thought those are fetish games
Plz stop. I saw too many anime Hitler to laugh.
ok i am gonna google this