Improving environmental positivity and ensuring equipment diversity

Contains supplements to previous articles with slightly detailed explanations

As we all know,
The biggest problem with this game is that players with different skills poison each other on the same map.
Since officials have no intention of solving this biggest problem,
At least the mechanism should encourage players to actively fight, instead of always listening to the smears and At least the mechanism should encourage players to actively fight, instead of always listening to the smears and excuses of lazy players and discriminators, making anti-intellectual and lazy behaviors more common.

Improves players’ anti-vehicle and tactical suppression flexibility
As we all know,
The problem was never the bivouac tanks and 75mm guns in the Moscow mines, but the suicidal infantry who refused to counterattack and dodge.
Retains the ability of squads currently using anti-tank guns and anti-aircraft guns to use large-caliber anti-tank guns and quad-barreled anti-aircraft guns in all environments
Then put small-caliber tank guns and anti-aircraft guns into the training of engineer class skills (refer to the general skills of communication troops
Improve the versatility and suppression capabilities of the engineering force on the battlefield.
(Some people may say that the 4-barrel anti-aircraft gun is still as unhistorical as the Soviet 17-pounder gun, but this is only a short transition.
Wait until you get a 40MM anti-aircraft gun or something to replace the previous thing)

Punishment for low ranking and low equipment level
As we all know,
The further into higher level environments, the more players realize the importance of equipment and teammate dynamics.
However, there are always many unscrupulous players who abuse low-level equipment, even armed with rifles, passively fight in high-level environments, and poison their teammates.
so
To solve this serious chronic disease,
Low-contribution players whose average score is less than 80% lower than the average score of friendly players
Or players ranked lower than 6th
Silver coin gains should be halved and experience rewards reduced by 30%.
(Let bad teammates be held accountable for their actions rather than just the hardworking ones suffering)

Kill rewards for high-value soldiers
as we all know
Certain professions can provide considerable advantages in tactics or combat,
Such as anti-tank troops, assault troops, engineers (formerly)
Increasing the score reward will make players more willing to kill these soldiers rather than letting them go and killing more friendly troops

Improve players’ willingness to fight vehicles and the usefulness of anti-vehicle behavior
As we all know,
Planes and tanks are never scary;
The terrible thing is that none of you are willing to fight against it,
Then you will see many people using various excuses and smears to make it look like they did not die from something so stupid.
Current conservation methods and punitive measures are not truly effective in providing a positive environment.
Instead, it creates a more negative fighting environment for fools and more stress for normal people.

Made the following mechanics available to all tanks and aircraft
Vehicles only receive squad rotation penalties if they are effectively attacked by an enemy and die or crash.
But if you are not attacked by others within 2 minutes, you will not be punished even if you commit suicide directly.
(The current aircraft window period for team rotation punishment is also 2 minutes)
Increase assist score (at least 100)

An average game lasts 25 minutes
The average round-trip resupply time for an aircraft is 1 and a half minutes. The squad rotation penalty (rotation time after being shot down or cooldown after being hit) is 2 minutes.
And considering that most players usually don’t waste time and the value of the infantry squad itself,
This means that as long as these vehicles can be hit, the number of times a single player can drive offensive vehicles will be greatly reduced (10 times or less)
Under such conditions, any anti-vehicle behavior can gain more positive deterrence capabilities and enthusiasm for the behavior.
Rather than being overwhelmed by vehicles or watching teammates being massacred
(Anyone has the ability to shoot bullets into the air or throw explosives or small caliber anti-tank rounds at tanks)

Renormalize equipment that the incompetent say is too powerful
1
Flamethrowers now tend to appear less than 2 times in 10 games
It’s not because his ability is just right
But because now he is no different from shit so almost no one wants to use it.
The minimal loss of range and movement prevents them from being as effective as they were designed to be.
Anyone with normal intelligence can defeat or directly counter the fire breather in the shortest possible time.
But the flamethrowers who endured unreasonable punishment found it difficult to obtain benefits consistent with the risks.
Restore at least one of range and speed or cause the flamethrower to be ignited by enemy bullets

2
Anti-infantry mines are now unable to kill real threats.
Any normal person with running speed and health bonuses has almost no chance of being killed by 1 anti-infantry mine while running.
This means that as long as they run fast enough, they can ignore the mines and enter the rear or capture points to massacre.
Now it can almost only be used for camping at spawn points.
The shortcoming of being easily destroyed by explosives should be retained, and the damage range should be changed back.
(You said the enemy can lay 9 mines? But you can prepare up to 27 throwing bombs)

3
Impact grenades, Molotov cocktails, and white phosphorus bombs were once the best tactical equipment.
But some people’s crying makes them lose their normal performance…
Not only did the impact grenade suffer from a random failure bug that lasted for more than a year, but the explosion range was also weakened.
Molotov cocktails cannot protect the point of explosion, or even ignite players who step on them.
White phosphorus bombs have become complete garbage.
so
Impact grenades should not be nerfed by the blast radius at all
(It’s not that he’s too good but the grenades are terrible. Maybe shortening the grenade fuse to about 3 seconds would make him more useful)
Increase the burning range of incendiary bombs
(At least enough to ignite the infantry walking on it)
Enhances the explosion range of white phosphorus bombs and increases one of the gas damage or ignition speed, and reduces the smoke duration seconds (3 seconds)
(More like a highly lethal poison gas bomb with a very short effect time.
However, because the maintenance time is very short, even if it is used in large quantities, it cannot suppress the enemy for a long time)

Some people may say that this is just to benefit players with certain behaviors.
But the truth is always different
It’s just a way of fighting or playing
And the gameplay should not be restricted (within a reasonable range)
(At least it shouldn’t be soaking tanks and maintenance tools in water or hiding behind to wait for death or infantry slaughterhouses)
Everyone has the right to choose what they want to do, and they also have the right to choose whether to use targeted tactics or actions in response to the enemy’s behavior.
That being the case
So isn’t it natural to be responsible for your own choices? Do you want to push your problems to those enemies that you refuse to confront and avoid?

2 Likes

no, carrot over stick reward desired game play over punishing negative gameplay

look at the choose any faction button as an example
also all hail the king baby

2 Likes

By tactical you mean “spam the living shit out of it until the enemy stops moving”?

11 Likes

I prefer old good boomstick

3 Likes

Boom stick is mostly fine. At least until some “pro player” spams 3x9 of them.

3 Likes

Are you talking about me

I try not to do this for 3 BR, BUT when I see that my team is weaker, it’s like Colt’s creation = equalizes my chances with opponents. Especially against an armored personnel carrier at a short distance, m8. Machine gun nests are also perfectly cleaned

giphy (1)

I use grenade launchers from time to time and “spam” them (I have total of max 6 in my whole lineup, so yeah, “spam”) only if I see enemy butchering us or use some rat tactics. If they are simply playing better without being annoying, I don’t mind loosing, it’s a casual game about shooting at stupid bots after all.

2 Likes

does anyone have TLDR summary?

2 Likes

I think the gist is “please un-nerf previous meta equipment”, that is, flamers, mines, and grenades, also, punishing noobs and casuals, bring back the Quad mount, yada yada yada.

1 Like

Do you think there are people who have read this to the end? It is better to read the FNFAL2017 topics

image

:camel: :camel: :camel:

3 Likes

Unnerf spam or you are discriminating people.

1 Like

didnt he make similar topic not long ago? idk what is his obsession with toxic gameplay…

honestly some summary would be good :upside_down_face: :neutral_face:

You can ask CGPT and drive this text into it and ask for an excerpt. But I’m too lazy to do it.

1 Like

me too :sweat_smile:

1 Like

That’s what it outputted:
//
TL;DR:
The article discusses issues and suggestions for improving gameplay balance and player behavior. Key points include:

  1. Encouraging active play: Criticizes passive and anti-intellectual player behavior; calls for mechanisms that reward active engagement and teamwork.
  2. Improving tactical tools: Advocates for better anti-vehicle and engineering capabilities, including improved access to certain weapons and skills, and adjustments to the effectiveness of anti-aircraft and anti-infantry tools.
  3. Penalizing poor performance: Suggests reduced rewards for low-contributing players in high-level matches to discourage disruptive gameplay.
  4. Rewarding strategic kills: Proposes higher rewards for eliminating high-value targets to promote tactical play.
  5. Balancing vehicles: Recommends changes to penalties and scoring to incentivize anti-vehicle actions while limiting vehicle dominance.
  6. Rebalancing underused equipment: Calls for buffs to flamethrowers, mines, grenades, and incendiary weapons to restore their effectiveness without being overpowered.
  7. Accountability in playstyle: Emphasizes personal responsibility for chosen strategies, criticizing players who avoid direct engagement and blame others for their failures.

The overarching theme is creating a more balanced, engaging, and fair environment for all playstyles.
//
End.

8 Likes

The hero we don’t deserve, but we get

2 Likes

then you need to limit number by removing things like grenade pouches because 27 grenades is 18 too many

1 Like

That’s the problem, while I agree with the OP that nerfing things isn’t good, the ability to just bring a crate of them to the match and do nothing, but throw them is a problem too, because it devolves into the “anti-intellectual gameplay” OP also criticized. So, to counterbalance it we either have to: nerf the tool itself, constrict its availability or introduce other anti-spam measures (like supply cost, but this would be a riot if ever implemented, because it sucks).

3 Likes