Let the signalman's smoke bombs have independent cooling time

Does anyone remember the signalman’s smoke bomb?
It is very important, but few people use it now.

Everyone knows why:

1.It’s so weak that it’s nothing like the smoke bomb that first appeared in Tunisia.It can be seen that its smoke range is not only small, but also the middle gap is very large.

2.Now, in addition to shelling, there are air strikes, and many teammates are scrambling for calls. They are almost uninterrupted. So when will it be the turn of smoke shelling? Even if it’s its turn, it’s too late. (Imagine a long time from the beginning to the end of an air raid, and maybe it will be followed by endless shelling soon. )

3.The duration is too short.(30 seconds)The time for removing smoke diffusion is shorter.When our teammates see smoke bombs, and then react, they should have less than 25 seconds to rush to the enemy positions.There is a high probability that the player has passed, but his AI soldier is still halfway.To put it simply, time is simply not enough!

This game is becoming rigid. Although there is a lot of content, it is thrown into the garbage dump because of excessive weakening! (Anti-aircraft guns, machine gun bunkers of engineers, smoke bombs, smoke bombs of mortars, smoke shelling)

The machine gun bunker has been weakened, but with a better heavy machine gun, should it be reworked?

The cancellation of the depression angle is for the anti-aircraft gun with four packs. Now that the anti-aircraft gun has become a single tube, why not rework it?

As for the smoke bomb, it seems that no one complains, so why weaken it to almost no effect?

These things need to be rebalanced, and the previous balance method is out of date.Otherwise, these interesting contents will only lie in the garbage and be forgotten, and players will only choose the most effective weapons. This will only make the game more boring.

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I’ve seen others suggesting setting different timers between the standard artillery and the smoke, but I must say, I’m honestly AGAINST it.

While smoke artillery is a little bit underwhelming in about 50% of situations currently, it would be absolutely DEVASTATING if it was used at the same time as standard artillery. My buddies and I already use Tank smoke shells and artillery fire for a similar effect and its brutal.
The thing is though, that take multiple people, coordinating the attack to do.

In comparison, you are suggesting being able to do it with a single soldier.

However,
In addition, smoke cover seems underwhelming currently because it is used pretty infrequently. My group has had games where we have smoke calls coming in back to back and its actually VERY strong, almost too strong.

Given how much artillery spam there is already, adding a constant smoke cover to that will be unstoppable.

Lastly, there still is not a counter to artillery.

So until there is a way to actually slow or stop artillery being rained down, I am completely against putting them on separate timers.

There are other OPTIONS for adequate smoke cover.

Changes like THESE could fix the issue, without needing to give even more power to one of the already most OP classes in the game.

why? Do you like shooting helpless players running in an open field? I’m not really interested in storming an empty intersection in Berlin. The smoke bomb needs to be improved.

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Smoke shelling can only be used by communication soldiers. When you choose communication soldiers, you have to pay the price of using a weak five-person team. This is fair. One person can never solve all the problems. The biggest problem is that even a group of people can’t solve a problem now.Go! Take the spot on that clearing!(It is worth mentioning that there are only a handful of tanks withsmoke bombs.Teammates who drive tanks are often selfish. They just want to earn their points. Do you expect them to support you?Don’t mention your friends, because most players play the game alone, and the balance of the game should consider them.That is to say, there must be effective means that infantry can use.)

One more thing, with the emergence of more open terrain, effective smoke bombs are essential, otherwise it will only attract complaints from players.(Tunisia, Berlin, Pacific, D-day)
We need more smoke, which is the best balance for the attacker, otherwise it will only be a unilateral massacre.

And I have to admit that because of the stagnation of the attack, I will choose to bomb the enemy’s positions with tanks, planes and mortars until they dare not rush to the positions.This is often effective, because after that, we will easily seize the position.This is obviously not a healthy situation. The reason for our victory is not because of the skill victory, but only because who can’t stand the fire of the other side first! The same is true for the defenders, because the attacker will also give up the attack because he is constantly being killed in the open area.Defenders have their bunkers and fortifications, and attackers should also have their smoke, otherwise it will only make both sides give up their tasks and choose to torture each other.

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Ah, again the full stack team player experience. Honestly everything is OP in this game if you group against casuals, it’s not a rational argument against the proposal. The solution to that is separate queue for you groups vs groups.

It’s a great idea. Especially for us non-group players due to the total lack of coordination between players.

Especially since a fucking bomber run blocks you from laying smoke for like 5 minutes.

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The players that often run these squads are usually hanging out in a sniper nest, with a good view on the fight, and calling in artillery the second that its off of cooldown.
More often than not there is at LEAST 2-3 players using this simultaneously. Meaning CONSTANT bombardment.

The biggest trouble is that because of the lack of friendly fire from artillery and tank shells, teammates just keep rushing the location.
Additionally, fortifications do NOT hold up against it currently, as fragmentation damage takes down sandbag walls too easily, and so do infantry running up and breaking it down.

IF this were not the case, and sandbag walls actually held decently, we would see a decline in the spam of explosive ordinance, and an uptick in smoke usage.

Artillery needs to be massively rebalanced to where its not just the “best option” to continuously drop bombs.
Letting you drop SMOKE AND BOMBS at the same time is literally only going to make things significantly worse!!!

If you actually notice, I’m not against “the usage of smoke artillery”, but rather against “separate cooldown timers of smoke and standard artillery”.

By all means, you should be using smoke cover to attempt to cross open ground. HOWEVER, you should NOT be able to do that AND bomb out the enemies with artillery SIMULTANEOUSLY.

The problem that so many people seem to overlook is that when something is balanced, it needs to be balanced for usage in a group setting.

WHY?

Because if something is balanced around solo players, then each individual player becomes as efficient as what would otherwise take a squad to do. So when players DO play in groups, they are now far too efficient and its gamebreaking.

Battlefield 2042 is a PRIME example of this.
Previous games for them focused heavily on teamwork, but in the 2042 title they balanced around solo gameplay, and it absolutely tanked the game.
If you don’t know what I’m referencing, I can explain further, but don’t want to clutter up this thread too much with it.

They nerfed the smoke, just unerf.

No, now you can do this with mortars and smoke bombs. Obviously, there is nothing to be afraid of.

As you said, these guys only care about their scores. They will only choose to kill more people with shelling and snipers, and they will never use smoke bombs to cover their teammates. Because obviously, these people are selfish.
On the contrary, players who need smoke bombs are often in the lead. They usually charge together after using smoke shelling, and they will make good use of the smoke they call.

No, because you can only use one team at a time. They are by no means omnipotent.You can’t bring unlimited teams, so when you decide which teams to take, you have already made a choice.
As for your efficiency, it is because players will switch teams. This is at the cost of the death of the last team, and the enemy may switch to other teams to fight. This is just the advantages and disadvantages of both sides in the game. It is not "one person can do a lot of things, so it is efficient."Because he can only use one team at a time forever, he gains the advantage on the one hand and will definitely be at a disadvantage in other aspects.And his enemies are not fools, and they will choose the right team to deal with them in time.

I’m sorry, maybe not. Because it is “people who want scores” who keep calling for shelling. And those who want smoke bombs are “people who want to win.” They are not the same kind of players. If smoke shelling and shelling are not timed separately, it will only become a situation in which both sides compete for each other. Shelling can be used almost at any time, while smoke pays great attention to the timing of use. As you can imagine, when you need smoke, your teammates already called an air raid. I’ll just say fuck it! Obviously, this is extremely unfair to smoke users.Even said, this is an obstacle to the player’s pursuit of victory.

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As I said, this can now be achieved by mortars, and it is even more terrible. You and your three teammates all use mortars, which will be truly endless bombing.
However, is there no cost?
Obviously, if you do this, there will be almost no one in your team to occupy the point, and you will not be so easy to win.There are two signalmen calling for shelling and smoke at the same time.Because then you have lost two powerful teams, your attack will be weakened a lot.
As for the cooperation of the team. Novice players can only charge, snipe and call air strikes, which requires skilled players to cooperate with them by switching teams in time, and your opinion will only hinder their play, which will only lead to team failure.

USELESS is the norm in this game’s arcade mode.

Because a group of crying babies complained eveything too OP and refuse to add game rules as restriction in arcade mode. Where means you can abuse everything.

If you don’t want players abusing these things. Even smoke

Developers should implement mechanisms like this or the CRSED ritual.

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Arty friendly fire is super toxic, glad that they removed it.

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I’m not in love with the fact that single players get thrown into matches against stacks.

The fact that you think tactics that stacks can easily implement, while single players can’t, should be protected… is sort of troublesome.

They just need to make the smoke work as well as it did in the past and put it on a separate timer. It would be less problematic than many other issues and would help some things out.

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In regards to the sandbags holding up, we would likely see that decline of people using that class to spam explosive ordinance, and an uptick in smoke.
WHY?
Because exactly like you just said, most of the people doing it are doing it because its easy score. If it becomes more difficult for them to get those kills, which the improvement to sandbag walls would do, the score gained from those artillery strikes would be lessened, making it less likely to yield large amounts of points.

In addition, because the explosions would no longer be as effective as a tool to push with, and the barricades would hold, the need for a more concentrated effort with infantry would be needed. The best option to get those troops there is smoke.

Right there. It would take multiple people to attain even a similar effect. Even using the tank smoke shells like my buddies and I do, it requires MULTIPLE PEOPLE.

If it takes multiple people to obtain the result, its fair and balanced. However, giving that much power to a single player will quickly lead to major balance problems, in fact it already has to some degree.

How often do you see players calling in artillery?
In comparison, how often do you see players using mortar squads?

I don’t have a problem with smoke getting a buff, HOWEVER, the separate timer should NOT be implemented.

You know, I genuinely miss the old days of gaming. Where players figured out that making friends with likeminded players and using teamwork was commonplace.

It seems that so many players act like its impossible for them to work with other players at all.

Use a group finder, send “GG” to a player and ask if they want to group up, find a friend to play with.

Solo players should not have the balancing centered around them because it requires the lowest input to play solo.
If that is your baseline, that is WHY you run into such issues when there are groups involved.

The only other way they fix the issue is by having entirely different balancing in games depending on how many players are in the group, but you would then need a different set of lobbies for each different size of group.

Ultimately, the best way to go about balancing, is to account for 3-4 man groups, and their teamwork at a moderate level at least.

Strongly disagree with you but for reasons different than you imagine. I paid to host servers for MOHAA (the ~2001 version and COD) and know what it’s like to play collaboratively even back when voice comms were a challenge in separate apps (when computers weren’t built for it).

This game can NOT be balanced for stacks or solo players are out. Then you’ll have a few hundred people.

I’m too busy to “find friends” to play this game. I just want to be able to play and have fun. That’s possible often enough but with SO much chatter about balance, the fact that solo players are thrown to the wolves against stacks should not be discounted. You admit it yourself whether or not it is your intent.

If I wanted to play a team game, had time for it, had the patience for it… honestly, I’d likely be playing HLL.

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Skilled players will actively cooperate with other players in the team, but the problem is that the current mechanism makes them unable to cooperate.(Shelling and air strikes almost never stop, which makes the smoke almost unusable.)It is very powerful to assume that smoke and shelling appear at the same time.(I think it’s nothing, because the price is that there are two communication teams in the team.)Isn’t it a kind of cooperation that the person calling for smoke cooperates with the person calling for shelling?What you said is to destroy teamwork, because smoke was blocked by shelling and air strikes, so don’t mention cooperation, only two signalmen complained to each other.You want teamwork, but it is very strange to prevent single players from actively cooperating with the team.

If you are worried about endless smoke, there should be a 15-second interval between smoke bombs and smoke bombs, just like shelling, but the timer of smoke and shelling must be separated, otherwise it will only make smoke useless.

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