Also, you guys act like there is absolutely no possible way to counter mines. I have improvised “minesweeper” troops that I use for custom games, and are actually VERY effective.
Perks:
Vitality or medkit health restore
Greater chance of getting knocked instead of killed
faster medkit usage speed
faster run speed
Equipment:
Large backpack with 4 medkits.
Tell your squad to wait, then run through the path that you intend to take, and that you think is mined. The mines will go off, sometimes they will knock you, but most often they will not. Even if they do knock you rather than kill you thanks to the perk, you can just get right back up and keep going.
As I said before, players have to go to the area to set more mines, so its not like there will we a wall of 100 mines and they somehow respawn. Simply clear the path you intend to take and move on.
I don’t think that’s a reasonable amount of effort to expect people to invest into just having troopers around as human minesweepers when you keep begging for more mines.
I told you my conditions:
1.) Full friendly fire
2.) No mine alerts to you / friendlies
3.) FF impacts you
What’s the problem? You said you had the counter already. Mine fields should be detectable by you accidentally blowing them up yourself.
Imo is better slowly (but not too much) retreat the greyzone so attacker can still move forward and defender have a bit of time for build rallypoint, everyone happy
That would be fine too. I like how confrontation does it. Point is locked for a good munute. You can still land on it and clear it…you just have to hold it till cap unlocks
I disagree. I think its perfectly reasonable. Most squads have an extra rifleman in them, not even to mention the full rifleman squads. Most players use the riflemen as cannon fodder anyways, why not set them up for that use?
Considering that
artillery
tank shells
grenades
aircraft bombs
Don’t do friendly fire damage.
AND
Molotovs and flamethrowers do reduced friendly fire damage, but don’t penalize the player for doing so.
Mines shouldn’t be singled out and punished in the way that you are suggesting.
(Side note: You are aware that artillery fire can trip mines right?)
The thing that I think a lot of people are overlooking about this suggestion is that in invasion mode, the capture progress of the objective is permanent.Whereas Confrontation or Assault its more of a tug-of-war.
This is a problem because it means that if the objective only was locked, but attackers had access to it, they would still be able to get a foothold right away, and continue to steamroll. Defenders would still have no chance to really push back.
As far as I can see, the ONLY good option is a creeping greyzone that allows defenders the opportunity to set up fortifications to actually defend against the incoming attack. Otherwise this game is no different from call of duty with players just running around freely with no defense, hazards, traps, or killzones anywhere, which is what SHOULD be giving them the “homefield advantage” as defense.
I agree with that one this thing’s a piece of junk The animation takes too long to be usable and it’s just better off just being used as a rifle and never mind the allies with a Vickers machine gun and a supply crate they’re practically a walking arsenal well it’s lucky if the Germans make it but it’s not every time so you go without Well at the end of the day this game is about who can wipe out AI squads the fastest and since grenade launches have been nerfed I find bullets are more reliable than a grenade launcher
It’s already been suggested by many, many veterans and newcomers alike.
Before, in some maps, the grey zone was so badly done (still is) that a small team could ninja away in the next cap before it even appeared (Berlin Bridge I’m looking at you).
The millisecond the team captured the first cap, the cheesy ninja team was already caping the next cap.
All of this because there’s no delay… It’s still a problem today. And, it’s not because of paras.
I really don’t think a “lock” on it is the solution. I think there needs to be a creeping greyzone to keep attackers at bay for a short period and give defenders a chance to actually regroup and possibly fortify before the next incoming waves of attackers.
I disagree about a grace period between Capture Points. While yes some matches turn into curb stomps, not every match is like that, in fact I’d say most matches aren’t. Rushing an objective can also help a losing team.
I’ve had some matches where the Defenders were curb stomping us and through sheer force we managed to capture the next few objectives with little Reinforcement Points. Yes usually we still lost the match overall but it’s still good to keep the battle going and fighting to win.
My point is, just because some teams are sweat rushing the next objective doesn’t mean all teams do.