Crew Upgrades

When you receive a new tank/attack aircraft unit in this game, it always starts with an insufficient number of crew members: a five-seat tank starts with three, a two-seat attack aircraft starts with one, and so on.
The maximum number of troops in the unit must be expanded before new soldiers can be “enlisted”. This means that you will have to participate in many battles with an insufficient number of troops. I do not like this because it is not immersive.
Does anyone else like this?
When I am flying an aircraft full of empty seats, I think…" Why is our military sending critical resources out with insufficient numbers?"

Let’s get rid of the upgrade of the maximum number of troops. Make troops always start with the maximum capacity unlocked.

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tank are fine, Yes is a bit unecessary on attacker, maybe on attacker is better give 2 stock pilot instead of 1 after the unlock for use defensive gun

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I actually prefer it that way. IF you intend to stick with it, it doesn’t take long to level up to that point. However, it does a decent job of keeping crap players away from vehicles.

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I do not like this idea.
I think every player has the right to enjoy the ride and the entrance should be a fun one.

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My point is that there are players that have a mindset for vehicle usage, and there are those that don’t. If they wish to actually get better with vehicles and enjoy them, they’ll put forth the time to make them better.
However, those that don’t are unlikely to keep attempting to use them if they don’t get the instant gratification of being able to wreck with a vehicle that comes with a full crew.

It’s absolutely no difference between the vehicles getting crew, and squads getting more troops/ better equipment.

Everyone starts as a beginner who knows nothing and grows through play. Whether or not they develop a deep interest in vehicles and tactical thinking is something that can only be known if they play first.
It takes a certain learning period to become proficient with tanks and aircraft. Having a full crew from the start will not give you “instant gratification” because I don’t think that having a larger crew of vehicles will compensate for the beginner’s lack of skill.

What is the purpose of starting with no crew?
To encourage user growth? To give them a taste of the fun of acquiring new powers and motivate them to play?
I don’t see it as either.
What can you learn from a few hours spent in an attack plane without a rear gun, for example? Evasive maneuvers are useless. The moment you get a kill in an attack plane, the fighters come. You will be shot unprotected.
After a few hours of such a tedious match, you get a rear machine gun. Does this mean you have a new power? No, just a return to what it should be.
When you finally get the rear machine gun, you can try your original tactics, your original evasion.

The point of what I am trying to say is this.
The current squad upgrade system includes things that neither “encourage player growth” nor give “the joy of acquiring new powers”.
So what is it there for? As I see it, it is in place for the sole purpose of giving customers “hassle” and encouraging them to pay Gold.
And that’s probably why they make you repeat the tedious unlocking process for each Squad.
If you really want to start with a minimal structure for player growth, you don’t need to make them repeat the same pain over and over again.
You mentioned that you used to be involved in game development and I questioned your theory of turning away newbies from the game. If you were looking at it from a developer’s point of view, you would think about making the process of player development an enjoyable one.

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Correct, and I still consult when asked.

There is a LOT that goes into this, but I’m going to break down the very basic issues that I see to begin with.

As far as

Yes it does. That’s the whole point of grinding to get the better equipment on a fundamental level. Rather than looking at it as “acquiring new powers” or “growing squad size”, look at it from an equipment standpoint. Each gun that is added to a plane for its effect. Not all the MG positions on a plane are super useful all the time.

This is not true, depending on the plane, and what MG positions and calibers they have.
The A-20, Sb-2m, and (the Normandy Axis bomber, can’t think of the name right now), all have INSANE firepower if properly manned and utilized.

Giving that power to just anyone right away is indeed instant gratification.

Back to my other point.
One of the biggest issues that from a development standpoint that is an issue is that they are focusing so heavily on trying to get infantry combat to be the most “interesting”, as its the simplest role to play and will be their main draw of players. Unfortunately, as it stands right now, its more like people running around like its CoD and everyone is always trying to play offense, rather than defined offense and defense roles.

Because of this, vehicles can be a MASSIVE difference on the battlefield, as we have all seen. The basics of tanks is really simple, it doesn’t take a rocket scientist to figure out. Even beginner players can jump in and manage to do ok against infantry with a basic tank crew, because VERY RARELY is there anything the infantry does to defend against them.

Now this is where it gets tricky: attack capabilities vs defense capabilities. Tanks vs infantry.
Tanks have FAR more devastating potential in terms of offense. They also ignore small arms fire, requiring AT equipment for infantry to take them out. This makes them pretty far ahead of infantry in terms of team value. To make up for it, they are not able to capture objectives, and they are limited to 2 per team. However, because it is now a limited resource, it can become a deciding factor in the game depending on who is running it.

Ultimately, by keeping the initial crew sizes low, it keeps survivability low, encouraging players to keep cycling through, so if a bad/ new player is using it, they’ll get their turn, die, and move on. Whereas experienced players survive longer but are also much more effective on the battlefield. In the meantime, it stops noobs from being able to instantly wreck due to higher capability equipment.

Planes are just a more extreme version of this.

Meanwhile, I find it very interesting that so many people are so focused on “tank crews should be full to start with” as a means to

Yet when players like myself ask for even a way to grind up and eventually build stronger fortifications, not even get them right away, so that we are able to enjoy our time more, we get told to sit down and shut up.

From my trained standpoint, you are asking for far more capable offensive capabilities faster, when the defensive capabilities within the game are already lacking, and there is a massive imbalance there already.

Have you ever stopped to look at the desertion rate on games that are offense vs defense? Defense is generally 2x as many people quitting out. I considerable amount of that reason is things like tanks that are able to sit back and endlessly lob HE shells into an objective that defenders are supposed to hold, getting easy kills with little competition.

If you put 2 teams of basically noobs against each other, one on offense, one on defense, having given them the tutorials available within the game (so they understand how tanks work). Which side do you think is going to come out on top? My money is on offense.

Fix defensive capabilities, then I could understand giving full crews to begin with.

It would be nice if vehicles could be upgraded (like ammo types), instead of just getting solid shot, maybe some APHE.

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I don’t think so.
In the case of aircraft, what is expanded with a full crew is the ability to defend against enemy aircraft. It is not an offensive capability.
To be effective with aircraft you will need to learn the aircraft and develop knowledge of the map. I do not believe that a defensive machine gun is a substitute for that. With aircraft, you just start with a defective defensive capability.

As for tanks, I don’t see tanks that fire shells into a position endlessly from the gray zone, for example, as much of a threat. Because I always neutralize such tanks immediately with aircraft.
I think tanks are also more about maneuvering than crew numbers if you want to maintain a high survivability rate. That is something that can only be captured by experience.
Tanks that move at the right time, hide their bodies, and fire on high value targets can be very tricky, but a beginner will need to play for a while to be able to do that.
In anti-tank warfare, the first one to deliver the fatal blow wins. The best shot will cause the tank body to explode with one hit to begin with. Even if you have a large crew, if you fail to act appropriately for the situation when you are hit, the surviving crew members will just be killed one after another.
For example, if a turret is shot and the gunner is killed or the gun is broken, the crew will quickly evacuate. If the caterpillar is destroyed, it may be better to counterattack immediately.
It is unlikely that giving a full crew to a novice will improve survival.

As GuardianReaper said, there are certainly inequities and imbalances in the game, and I think they should be adjusted more in the future to make the game more enjoyable.
However, I don’t think that starting with a lack of crew every time you get a new unit is making the game any better at all…
If there is a rule that the more Squad members you have, the more tickets you have to spend when you go out, etc., then I can understand starting with less, but it doesn’t seem to be the case.

Ultimately, I think the only effect of not giving full crews is to put the novice at an even greater disadvantage and make the game unfair.
…And they make the players who are repeatedly training Squad pay for their boredom.

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  • On the A-20, the MG behind the cockpit actually can swivel to attack aircraft that is above and in front of the plane. These are twin 12.7mm MGs. I shoot planes with them pretty frequently.

  • On the Sb-2m, it has a front nose gunner with twin 7.62 MGs. While not that powerful outright, all you need to do is get in close behind an enemy aircraft. The fact it not only targets on its own, but also doesn’t have to shoot perfectly straight forward, allows you to focus on positioning behind your target. Again, I shoot planes with this thing all the time.

  • The Normandy Axis bomber, the Ju-188 has both a 20mm, and a 13mm that can both face directly forward, one of them being a nose gunner, the other being a 360 turret on the top. Anytime I use it, I absolutely wreck enemy aircraft when I get in behind them.

It’s more about the added firepower than just outright “survivability”. Giving the player something to grind for. Either by faster reload with a loader, or better MG usage by having a Machinegunner. (personally, I’d like to see the Machinegunners able to function autonomously some day, but idk if that will happen.)

That’s assuming you are going up against a tank with another tank, plane, or a field gun. Not infantry themselves.
Now don’t get me wrong, I greatly disapprove of the explosive pack being able to be equipped by any troop, however, other AT squads/ soldiers, AT mines are rarely used. If actual defenses were better implemented to where tanks actually needed to move forward to help their teams, we would see an increase in usage in AT squads and AT mines.

This idea could be expanded to absurd:
USSR assaulter-engineer squad should come with 9 PPSh-41/PPS-43, otherwise not immersive
All infantry squads should be 10-12 men with only 1 MG and 1 SMG (commander), otherwise not immersive
Enlisted should be paid game with no microtransactions, otherwise not immersive

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My point is that there are players that have a mindset for sniper usage, and there are those that don’t. If they wish to actually get better with snipers and enjoy them, they’ll put forth the time to make them better.
However, those that don’t are unlikely to keep attempting to use them if they don’t get the instant gratification of being able to wreck with a sniper that comes with an optic.

It’s absolutely no difference between the sniper with an optic, and squads getting more troops/ better equipment.

i wish the plane does start with 2 pilot from the get go (assuming the plane can use 2 pilot), or at least for plane squad that’s unlocked like, at later levels.

tanks are a lot less dependent on more crew, and it’s generally easier to level up tank squad too. so i guess its fine as it is?

Your reply did nothing to change my opinion.
I too know about the description of each aircraft. They are defensive machine guns.

The main task of attack aircraft is ground attack, defensive machine guns do not work on ground targets. They do not work like AC130s in CoD. And defensive machine guns are a legitimate capability for less maneuverable attack aircraft, not a tool to generate instakill.
Let’s say there are fighter pilots who want to shoot down attack aircraft, and if they are good pilots, they will try to avoid the range of the machine gun as much as possible. Since the attackers are less maneuverable, they will use evasive maneuvers to keep the enemy aircraft within range of their guns. This is the original tactic.
If you want to get a higher score as an attack aircraft, you need to learn tactics by yourself instead of relying on the gunner.

This also seems to miss the point.
Are we talking about giving infantry this kind of anti-tank capability?
javelin_missile_US-Army

Infantry should not be able to easily eliminate tanks at a distance. It would defeat the purpose of tanks.
As it stands, infantry has an advantage over tanks in close combat. And if they can attack at close quarters, they will eventually be destroyed in an instant, whether the tanks are in full crew or not. It is balanced. Infantry has nothing to do with this topic.

Again, I don’t think that starting with a missing crew means anything more than “causing the player pain and spending gold”.

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It is too extreme.

Who knows

My point is that if you learn how to maneuver with these aircraft, the “defensive machineguns” can become offensive, and used to take down enemy fighters and attack craft effectively.

One thing a lot of players don’t know that you can do is toggle your engines on and off. This is surprisingly effective for several reasons.

  • Your plane goes quiet, making it much harder for enemy planes to track you.
  • Much more efficient cooling if you are damaged or in a craft that suffers from engine overheat.
  • Forcing enemy pilots to stall their engines trying to chase you on a climb (If you shut them off on a climb going into a roll, and let gravity take over, start them back up on the way down) the enemy planes engines often will not recover in time before they crash, OR your tailgunners can damage the engines enough to keep them from recovering.

I’m not talking about LONG range capabilities. I’m talking about the mid-range (Piat, Panzerfaust, etc.) and usage of landmines.

Answer this question for me:
How often do you see players getting kills with AT weapons and AT mines?
How often do you see players even utilizing either of those?

That is correct.
In addition, if you know the trend of where enemy aircraft are invading from, you can make a preemptive strike on them, increasing what you can do with your attack aircraft.
But like you said it is if they learned something from the game.
It is not “instant gratification” when a player learns something and adds it to his tactics.

Depends on the campaign. I see them frequently in Normandy and Berlin. In other campaigns, I often see tanks destroyed by dynamite or TNT.
Tanks will be quickly destroyed by infantry if used by someone who does not know how to handle them.

That’s not the question though.

AT squad weapons, and AT mines. NOT explosive packs or TNT?

I ask because it comes down to a core balancing mechanic that is out of whack, causing issues for other things including crew size as well.

Most things in the last year have been balanced around REACTIONARY gameplay, rather than incentivizing planning ahead.