Changes we need and a test server to try them!

Spawn protection - Moving or Shooting = No spawn protection = Fixed

Flamethrower - 43M range , 1-20M instant fatality , 20-43M Tick Damage, Whilst on fire unable to fire weapons, Flame Re tardant Suit

Plane Spawns - 3Min timer at start of round before planes can be selected, once a plane dies a 45 second timer before a new plane can spawn

Engineer Changes - Tiered Fortification system , Example, Tier 1 Sandbag wall, Tier 2 Covered sandbag Wall with MG, Tier 3 Concrete emplacement - Higher tier require longer times and more resources making multiple engineer squads useful and required
Wire Tier 1 Barbed Wire, Tier 2 full wire net , Tier 3, Grenade Trap Wire Net
Pak emplacment Tier increases should increase its size Pak 36 > Pak 45 > Pak 75 ,
AAA vertical and horizontal rotation increase by 60% >80% >100%
Building Objects should be unable to be placed within 20M of and objective except for Tier 1 wire and Tier 1 sandbags
Sandbags need to be considerably more durable in general they should be able to take several grenades or tank rounds before shifting.

Vehicles Add Ai for gunners to automatically use machine guns a perk could be an option but AI using the machine guns i think personally should simply just exist with perhaps vertical and horizontal aiming ability as a perk specifically for tankers.

Mortars should have a generalized area icon present on the map for the enemy team when firing outside of the enemies play area(this one im not sure about) But mortars atm have no counterplay at all.

Artillery Remove friendly fire, mortars do not have friendly fire why does artillery

The Sturmpistole Accuracy improvement, penetration improvement, this is a mini panzerfaust tier 1 and 2 tanks should go boom regardless of location with the exception of some specific armour plates.

HEAT splash damage improvement

Death cam should be removed showing players where they were killed from in squads goes against the games design and undermines player ability and skill as well as the player. Perhaps a limited feature showing bullet direction or something, but seeing a big outlined player really isnt a great feature.

AI should be made considerably better, specifically, AI fighting other AI (not the player) should be able to have an engagement where there is an almost simulated battle between them. There could also be a little improvement between player and AI engagement specifically in CQC, watching my AI stand there whilst a guy mows them down 1 by 1 two feet away is saddening.

Axis team commentator and voice over, is currently done by an American, please add voice lines in German or with German accent, I dont want to feel like im on the allies whilst playing axis.

And finally, a test server and test rooms, We absolutely should be able to test changes prior to them going live, as this significantly enhances the player experience when live changes are what players want to see. People do not want to feel like they are testing things on the live version of a game.
There will always be a level of imbalance and bugs present ofc, but it can be significantly be reduced if players can log into a test room or server together and test things out without the penalties of being in a match and required to play whilst trying to test.
Basically, make a test server and test rooms where people can simply sit and test out changes, and all the game has to offer without being in a live match. This would make adding changes like those I suggested above much easier to understand in the context of the game and how practical they are.

Thankyou.

4 Likes

I agree on all except for a few things.

  1. death cam should stay since it makes it so you can’t just camp in a building or the entire game since you’d ether get ass blasted by a bot or a player would kill you after figuring out where you where. This makes it so you have to reposition and not camp all game.
  2. Arty is a great AoA weapon but if you remove friendly fire it would be an endless sea of arty on points and that wouldn’t be fun. I would also like mortars getting friendly fire. If you get a certain amount of teamkills you can’t use the mortars

Same for me,

I somewhat agree with all points but:

Flamethrower has been reworked.

They are balanced now.
Ttk its much better than before.

If you mean for the hull/ bow turret. This cannot be done, as those machineguns are dummy. They don’t work at all.

Err no.

The stumpistole technically shouldn’t even be able to take out shermans.
It overperfom the real life counter part. I get that it’s a game, but I would leave that job for the panzerfaust ( which unfortunately its not present )

Nope, this game has been designed to screw camper over. I’m honestly fine with it.

We lived with it for almost 1 year, I can see this one keep going.

Community disliked the idea. And considering that voice actors are expencive, we ain’t gonna see this one anytime soon.

Well, what we are playing it’s basically a test server always live. That’s how alpha and betas works.

For the rest, cheers.

Flamethrowers are still garbage, and I’m an avid flamer user.

It has some super marginal fringe benefits that are heavily outweighed by the sheer amount of time I’ve been 360 noscoped by someone entirely wrapped up in flames.

It needs to have some form of actual suppression effect. I’m not asking for RS-tier screaming and just dropping your gun, but it needs to actually convey the idea that you’re on fire.

Also, the death cam should go, and I’m again someone who plays assault, flamethrowers, shotguns and assault engineers. RO2 didn’t have it and it wasn’t a big deal.

Sign the petition:

well, it’s hard to think about a better strategy. considering that flinch ( being slow when getting damage ) can be made null through perks.

as i have been used to use flametrooper since CAT of berlin, they are better than before that’s for sure.

but i don’t see how it could be improved.

otherwise flametrooper class it’s stronger since it can fight infantry pretty much at any range.

perhaps tweak the damage?

It already has a range that is far more limited than even a shotgun. Giving it the ability to kill quickly with a direct “hit” would not be the end of the world.

what? are you insane?

15 meters are more than a shotgun

I run a 4-shotguns squad. And a flamer squad.

I can assure you. The shotgun hits at FAR longer distances than the flamer.

although, flamer troopesr has a different purpouse, and are better than shotgunners.

*they can hipfire without slowing the character down
*they can burn upper level/above them to set enemy on fire
*they can carry a bolt action/semi auto rifle:
*they can bounce with their flames hitting doors/walls to flame corners
*they can deny acess to certain areas for much longer time

i guess they do lot of work.

i’m not sure buffing them would be a good idea

I have far more success with shotguns than with flamethrowers.

Shotguns (with decent aim) will absolutely devastate a group of enemies. I’ve come across a group of 4 soldiers before, all giving me the back, all bunched up and I had a flamethrower.

I fired it up and one bot immediately turned around and oneshot me. Nobody died, even if they were all on fire.

The only fringe benefit of using a flamethrower is hitting people behind some cover, a benefit which is heavily outweighed by the drawbacks and the utter inability to face someone (competent) in a 1-on-1.

You just listed problems with the AI the bots have and the shotguns are OP, shells do individual damage instead of cumulative.

Buffing the flamethrower is powercreeping at its best. You need to improve the AI and nerf the shotguns, not the other way around

You act like they couldn’t be made to work in the future

i wonder why :eyes:

( i don’t deny that they might come. but in future years )
but if they don’t, i don’t blain them.