Changing inventory and progression to be simmilar to the CBT

I’m not a fan of the current inventory system it’s very restrictive when compared to how it was in the CBT, I don’t think it’s a good idea to force players to choose between ammo, grenades or medkits.
I think it would be better to revert the inventory back to what it was in the CBT or something simmilar to it as it allowed for much greater flexability on a soldier by soldier basis.

Same goes for the progression system I thought that gaining 1 order per 3k of exp was a fairly rewarding system more so when compared to battle tasks. I do think the battle task system is overall not bad I just think that it could be a companion to to the old system.

Last thing I’d like to touch on is base ammo ammount and how ammo is displayed.
I think that the base ammo players are given is to low bumping it by one or two mags/clips I think would be a decent idea for consideration. Aswell as changing ammo from being displayed as total number of to clips/mags left.

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The Bren gun gets 3 mags. 90 rounds for an LMG is incredibly bad and I run out almost every time before I die

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Agreed, the new system is awful as almost all my squads are understaffed.
I’ve only sent a handful of people to the academy as I just dont have troops to spare. The few drops I get usually give me pilots.

Maybe if they want it monitized, then even increase the drop from 3K to 6K or something, so that there is still the option to buy out if needed, but its horrendously slow at the moment.

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I thought it was just me… My bronze drops have consisted almost exclusively of tankers an pilots. The current troop acquisition system is I am reluctant to say, verging on a deal breaker for me.

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Yes and it affects both weapons and soldiers. Just unlocked the Garand? Well enjoy that one because that’s all you’ll get. Got an AT soldier? Use him wisely because you’ll only have one for a long time

I do not agree, I prefer the strategy and the choice to have grenade spam and AT explosives.

I wouldn’t say that there is much strategy when you’re in effect forced to drop one tatical necessity for another.

Bumping the required exp to 6k is a fair compromise.

i feel like there should maybe be a second “back back slot” which is unlocked by default and the tokens to buy items/guns should be earned more often and alos by simply playing the game while challenges help you earn extra.

The tokens are the biggest issue in this flexibility as you first have to research backpacks in the unit, then buy a backpack,ammo pouch or granade pouch and THEN you can only again spend the hard to earn tokens to buy a single explosive/inventory

I would say that there is no strategy at all when you can carry everything and you can do everything whenever you want.

I prefer the personalization. It forces you to make choices and think about what you want to use personally. So a no for me on this one.

Agreed

Agreed. Would also be more historical.

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Overall I’m happy with this new system, but I don’t understand how to change the way to choose between unlocking. As an example, an assaulter can only open one slot of a secondary armament or a bag, but I don’t understand why the assaulter can’t carry a rifle or shotgun after carrying a submachine gun after wearing a bag, large ammunition pouch.

Well the strategy comes from what do you take, do you role all medical, all explosives or how much do you mix in, 3 med one frag, 2 med, 1 tnt, 1 frag, 2 med, frag, smoke. etc
Leving that out having more stuff to be flexable with is just more fun overall

And if you’re wanting to come from a historic standpoint U.S infantry had 2 combat dressings on them, 2 mk II frag grenades and between 48 to 60 rounds of ammo depending on if they where armed with a M1 or M1903.

And if you don’t want to sacrifice the ability to carry more than one type of grenade and have a couple of medkits so you can help yourself back up and an ally?

You can have one soldier with more medkits, acting as a medic, while the other soldier carries more grenades. Each their roles.

I like that we can’t have universal loadouts that we must attempt to copy paste across all soldiers.

My only suggestion would be to add a large “universal backpack” of sorts that instead of acting like 3x the effectiveness of the small backpacks, acted like 1 of each small backpack (+1 grenade, +1 medkit, small ammo pouch)

Another one could be to add a body armor to replace the vitality perk that doesn’t give any of those backpack benefits, but protects against SMG/pistol caliber shots to the body at the cost of some weight, as well as reducing damage against rifle caliber damage. They could use the stopping power mechanic for this from cuisine royale:

So pistol caliber rounds would need to hit 2-3 times to punch through and get their damage back, while rifle ammo would immediately punch through with the first shot. I can make a separate forum post about this.

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I am kinda hoping that the troopers 2s get this. Because I really want to equipment my infantry with 2 medkits and ammo rather than 4.