Currently, APCs are effectively a respawn point that trades respawn rate for a slight durability boost. Blocking stray bullets in exchange for being much easier to locate isn’t really that good against people with well-equipped squads.
A good buff to make them actually useful, while also making them more noticable and thus often survive less time would be to have them occasionally create equipment such as rocket launchers, medkits, and grenades that could be used to gear up your teammates or just to replenish the user’s own squad’s supplies.
This would probably be a bit too powerful with the premium APC’s and even more so for that one cannon APC, so it should probably have a longer delay for the premium ones and be unavailable for the cannon one.
only med kits, rockets and grenades is too strong explosive spam is bad enough
riders already provide gun ammo
Maybe not rockets that can be picked up by any soldier, but even restocks for AT soldiers would be useful. With fine tuning, the grenades could still be balanced.
Only at to weapons are rockets grenades and rifles. So only rifles. You can already take a backpack for three grenades per soldier that’s enough.
Taking additional grenades will lock you out of additional medkits + tools (free points), a secondary weapon (great choice for riflemen at BRIII+), and an ammo bag (basically required for machinegunners). Explosive spam is only an issue at BRII and BRIII, so it probably shouldn’t spawn so many explosives at those BRs. But smoke grenades and molotovs would be well balanced considering the current state of the game.
Keep in mind also, that the soldiers would have to leave the frontline to return to the APC in order to restock, which in some cases can be slower than respawning at a rally point.
Love to see more smoke, but Molotov and grenades, one grenade per soldier is more than enough. Sorry but you can’t tank a second gun or ammo bag is a feature not a bug. If you have three explosives you don’t get more health,ammo or guns grenades are powerful. N yeah I dodged a grenade. Yeah I dodged a grenade, stop throwing grenades. Also five to 27 grenades is more than enough for a squad.
Ok I have a suggestion: How about an ammo box with it similarly to the side-cart motorcycles? Hear me out: When using an APC since it is the spawn point engineers are something I overlooked with it and if I decide to drive it into an objective zone at-least the ammo can still help the team etc. Maybe even a choice between ammo, medkits or some other options.
I’m saying that those are the downsides to having additional grenade capacity. For riflemen, getting additional frag grenades or molotovs will be worse than a rifle AT grenade launcher secondary. For machinegunners, an ammo bag is required. For AT soldiers, they’ll need medkits so they don’t die on the way to the tank. Maybe assaulters could use it, but ammo is also great for them too at higher battle ratings. Grenade bags are the worst option already in most cases, and getting to restock a soldier’s one grenade when they return to an APC won’t make it any worse for the other team than if they died and respawned to spam more grenades.
That would probably also be a good addition, maybe having a squad upgrade where you can choose between its additional capabilities being mutually exclusive?
Precisely!
Yes yes it will, because when you respawn someone gets a kill. Getting ammo gives the score to a team mate. How about you can only reload at an apc if you do not have a grenade or ammo pack buffing you’re ammo capacity. So start one grenade go back to apc get one grenade.
They don’t get a kill if A: they blow themselves up with the grenade or B: they kill the soldier after emptying all their grenades. For people who play with grenade bags full of 3 impact grenades, this will have zero impact. For people who play with maybe one molotov or an explosive pack this will have a moderate impact. Also stopping people with grenades or ammo packs (why?) from getting additional grenades from an APC would encourage them to waste their team’s respawns as they already do just so that they can spam grenades as much as they already do instead of less grenade spam and more contribution to the match.
One they already have three grenades per soldier, that enough. Two I have a feeling you want the apc to reload bags as well no na no. If they can spawn and reload at the same point it encourages cheap kills of lobbing a grenade like a mortar. It would be one thing if grenades were so limited but having up to 27 Grenades. So no if you use a pack you don’t get a more grenades and b the ability to fill a grenade bag. As for friendly fire it using the kill button they only have one soldier at that point or have used all grenades. Sorry but giving any person unlimited grenades would have to come with big nerfs. Including damage, rang if explosive, range of throwing ect. Grenades as of now are balanced around being a limited munition.
And if a soldier dies you team looses tickets until the add a resource system reloading cost the team only time which while bad is not as bad as loosing tickets so nanno nannol
Players already kamikaze with impact grenades, this might actually reduce that. If the APC is close enough to the objective for grenade spam to become an issue, then anyone with a rifle AT grenade or any AT weapon would destroy it in under a minute. And if a soldier spams grenades from the APC, they’d be wasting their team’s grenades and would probably get reported by some people. Almost nobody even uses grenade bags since, as I said, grenade bags are the worst choice of the backpacks/secondaries.
I don’t understand what point you’re trying to make in the second paragraph, but people grenade spamming don’t care about how they impact the team, as grenade spamming is already a detriment to the team compared to playing decently with any class.
Ok answer this simple question I have a large grenade bag, if I use all three then refill at the apc will I get one grenade or three. if one bad but not broken if I get three the nerf hammer had to come down hard. Fine if grenades bags are so bad then why are you worried about people using them also being allowed the rearm at APCS as no on will be using them.
I’m thinking it would be like medkit boxes, where you can refill until you’re at 2 or more. Getting additional grenades at APCs will give the APCs more utility, and allow soldiers to actually replenish their grenades in a reasonably balanced way, as you may occasionally have scenarios where you would have done better with an additional explosive pack or molotov (secondary weapons for riflemen are still by far an upgrade)
thank you for the clarification, no straight up no sorry but having three grenades per soldier then three more then perhaps three more ect. one medkit wont even fully heal one soldier while one grenade can kill multiple soldiers. it would be one thing is this was a solo player game were you controlled one solider. second killing youre own soldier means even if you do not care you loose tickets so no this is way too powerful. again with functionally infinite grenades you would need a major rework onto what was a limited resource.
all grenades less damage, less range, less area of damage, fire bur less time, remove impact grenades completely. now how many of these nerfs you do would determine how much each nerf is require how much less damage. imagine if every gun had a magazine twice as big Garands with 16 bullet magazine. imagine if an infantry soldier could just reload a tank. i like the creativity but its far too strong if you want infinite grenades follow youre own advice and respawn.
A medic apc would be far better or one that held materials for construction while being far less toxic. other ideas welcome but no i dont want more thrown grenades rf grenades at rockets just no.
One medkit can fully heal soldiers if you get the right perks. Grenades rarely get a lot of kills, most often in situations where a MG, semi-auto rifle, or SMG would get even more kills. The few other times, grenade spam would have no impact since the enemies would all the dead.
As I already said; this wouldn’t increase the rate of grenade spam because in almost every situation their entire squad dies in the process, allowing them to respawn with bags full of grenades, and even if they survive their squad will be far weaker than better-built squads.
It only takes 10 seconds for a squad to respawn, and they would respawn with a lot of grenades, which is and would remain the meta for grenade spamming. If the APCs were gushing out frags and impact grenades like a fountain, then maybe grenade spam could be an issue, but no normal person would intentionally design something like that.
at the very least they would need to increase the spawn distance for apcs from the objective. 50 units can be made in a few seconds, moving the apc to 75 to a hundred units would do. also apcs are too small and can be hid in alleys and behind small buildings making them all but immune to fire unless you are behind them. Or make them vulnerable to anything but shotguns, pistols, smgs and revolvers would be tolerable with their new role. that is a 12 or 20 full rifle rounds of rifles and mgs should destroy an apc that is now full or explosives.
Keep in mind, that would be an extra round trip near the objective, which is very dangerous. Ammo boxes can also be hid almost anywhere, and can be used for explosive spam with AT soldiers. If you were low on grenades/medkits/etc. for your squad would you A: risk going to the APC, at the cost of making it easier for the enemy to push or B: keep fighting and lasting as long as you can with the supplies you have left?