(To be clear, I’m thinking about mechanics, not numbers. So hur dur planes slow doesn’t count.)
So on one hand we have quite realistic vehicles. We have obvious things like the damage model and obscure ones like the ammo explosion chance.
On the other hand, the most realistic thing in the infantry gameplay is the stamina mechanic that can be fully bypassed by the flask item.
It’s quite a big disparity when you think about it. A bit like “lets slap together CoD MW3 and War Thunder and see what happens”.
What are your thaoughts about this? Good? Bad? Indifferent?
Personally I’d preffer the inf gameplay to match the vehicle realism but I know it’s not the most popular opinion.
That’s like base your whole argument that panzerwerfer can reload its rockets without any need for crew to come up = vehicle reload is complete shtt in comparison to infantry.
Yeah. I know.
The game is a premature baby in an incubator as an analogy.
His Big brother WT, who entered puberty a step ahead of him, can do many things, but it is too early for Enlisted to dream of the same things as WT.
He has to get out of the incubator alive before he can dream of high school life.
well, infantry combat is very arcady, you can shoot accurately when moving, ADS from sprinting in split seconds, it really encourage run&gun gameplay which is not ideal for me, on the other hand we have really annoying mechanics like really long recovery to shoot after falling, unable to shoot when close to an object etc.
I don’t want to make this game like squad recently, obviously not, but Id love if devs would tweak here and there to make it fit better with vechicles. More weapon sway when moving/out of stamina, slower weapon handling and maybe some actual weight system would be a solutions for me.
yes and it feels weird, you can run and shoot people 100m away very accurately but oops you fell from a rock? you’ll be unable to shoot for 3 seconds gl
i would change few mechanics that they are closer to realism, but still regains most of its core arcadey style. e.g. make MG behave like MG and not like AR with more ammo and somewhat higher recoil. or making paratroopers behave more like paratroopers and not like halo drop pod.
I am not sure about this asymetrical balance. In theory - Allies have the best planes, Germany - tanks and Soviets - infantry weapons, but in practice… game has many wrong things, like - fighter planes with best turn time 13- 14 sec. have BR I or II, but in reality they are better than fighter planes from BR IV + V - so I doubt that developers are able to balance the game in this way.
I think that symetrical balance is easier to implemend and more just for players.
(they do not need to consantly discuss why one faction is better and other suffers)
As a lover of Red Orchestra 2, I think the star mechanic would be being able to shoot from cover without exposing the character (shooting behind cover)
and it would eliminate the ability to reload while sprint
Dude, Enlisted tank battle is not even realistic or close to simulation, Squad 44/Post Scriptum has that shite and funny enough, every crew(player btw) can pop their head out in respective port, multiple ammo system, all the armor and module damage, and non penetration still cause damage to infantry near the impact zone…
Is funny that tanks has more issue with the terrain and hitbox than anything else
The most recognizable disadvantage of the D-25T gun was its slow rate of fire due to the large size and weight of the shells; only one to one and a half rounds per minute could be fired, initially.After some design improvements, including a semi-automatic drop breech over the previously manual screw breech, the rate of fire increased to 2–3 rounds per minute. According to other sources, the increase may have amounted to 3–4 rounds per minute.
Make you own conclusion also if you want IS-2s firepower but less reload time ask for object 248 its 100mm canon on IS chassis (its in warthunder) has almost the same reload time as tiger II