Greetings, We know an update is coming, so I want to address a topic about mechanics, feel free to talk about mechanics wich one your think it was good or bad
-mechanic to enable tank damage to run over, this was a pretty good mechanic, and it made the tank role more a little more attractive when attacking the points and not staying in the gray area
-Being able to build more than 1 machine gun with the engineer squad
Not long ago you could build several machine guns with the same engineer squad, you only had to destroy one machine gun, assemble another and repair the previous one, although this seems to have been a bug, it was really good at the time, because this extends the utility of the engineer squad, so as not to make this obsolete
-mechanic that has to go
one of the mechanics that personally seems ridiculous to me, is the possibility of being able to reload while a bayonet charge is being carried out, this could also be extended to being able to reload while running, the truth is that these 2 mechanics seem really ridiculous to me (although I don’t dislike the to recharge while running)
mechanics to discuss
-The stamina drain mechanic when using heavy weapons is quite debatable, it is only found in Stalingrad and it is planned to be removed, I don’t want it to go away, on the contrary I would like it to continue in the game but I really want it to remain up for discussion
Mechanics I want in the game
-I wish I could run while crouching; i think this would be a good addition if they removed the ability to reload while running
-I would like a very short distance grenade launch, like to throw a bomb at a door that I have on the side where my enemy is, I think this would be something positive for the game
That would be great, a lot of times the angle is off and it would be nice to be able to short toss over some sandbags or cover an enemy is hiding behind in stead of throwing to the sides and hoping it lands close enough.
I think my personal wishlist is:
Radio squad smoke call in with it’s own timer, Sucks when the team has to run into tanks and MG’s and snipers for like 3 minutes when I took too long drawing the line and someone called in the airstrike before I finished.
Easier to build rally points, building a rally already takes me out of the battle long enough but I feel like I spend too much time waving my hammer around at the ground just clickclickclick looking for the sweetspot.
Ability to deal damage to infantry with a vehicle. Yes it could come back. On the one hand, the PUMA drivers will go crazy again between the wards, and on the other it was exciting.
Reloading your weapon while charging or sprinting.
It could only stay if there was a mechanic, there would be a percentage chance of losing a magazine, losing cartridges.
But this is already such a very realistic mechanics and they are unlikely to introduce it even in hardcore mode.
As for the stamina that drops when firing a machine gun, I’d leave it. Shooting a machine gun in a standing position without support is very tiring.
The mechanics that I would remove is the ability to use the mechanical sight of machine guns in a standing position, kneeling without support against the ground, wall, bipod.
That is hip-only for weapons such as light machine guns (the exception would be BAR or you would need to change the category).
The problem here is that you have to be properly positioned for the cover.
Due to the lack of animations for deploying bipods, there is also not much immersion in using them.
As for the grenades, it was a RPM short throw mechanic when the grenade was drawn normally, not thrown quickly. But I don’t think anyone used it.
For lmgs :
-Burst fire and hipfire should significantly slow down soldier while moving
aim down sights should only be available in prone position
bipods must completely change. Devs are unable to code manual bipod. So auto bipod is way to go.
-prone must automatically give bipod effect on any surface
For pistols
-pistols need huge damage buff, they are unnecceserily weak. Doesnt serve to balance or anything.
They are essential to some classes in cqc like mg gunners, snipers etc…
WP ( i kinda love them, but everyone else does not. and to be fair, i can clearly be better off without them. it doesn’t really make a difference for me )
dropping grenades when downed
it’s not like i die everytime from someone who drops a grenades, but it’s just annoying.
and i find it pretty stupid. we can be better of without it.
tank markers
it needs to be static as it used to in the alpha and beta. instead of moving along side the actual vehicle.
it truly damages tank gameplay and kinda is meta as aircraft can know exactely where it’s heading, where it is and what to do with it’s high ground advantages.
AI marker
it needs to be on a different button than V, and clearly it needs to have a different icon/color as well as being outside the spotting marker completely. it gets hectic sometimes with all those markers.
shovels
shovels are a great utility but left on it’s own. which leads to not being fully used.
therefore, it would be great if we could transform the shovel to work like a hammer, where you additionally get presets that you can build and make those be executed by bots. so you can guard or do something else while they dig. ( something that i have suggested before: Rework Shovels - Concept idea )
rework binocles
binocles have no mechanics. but would be cool if we could give them some.
for example, the ability to spot while looking through the lense, the ability to switch the binocle while still holding it ( for example, an animation. one where i can have it just in my hands, and the other mode ( presumely ) when aiming, it will rise it up and make me look through the binocles. as the currenty system is sluggish and slow ). and additionally, be able to call more precisely artillery on where i’m looking.
i too want:
and i’d truly love if weapons would actually have a realistic weight and perhaps recoil.
i shouldn’t be able to run around and be able to use an mg42 while ads and spam the leaning buttons.
that kills my will of living.
hence, it would be cooler if the movement match the weapon weight.
as for example, i can use an rpg or any heavy weapons standing with no movement reduction.
like, the japanese anti tank rifle looks heavy. yet, i can do 360s and fire it on a shoulder with no issue.
so, either tweak that if you fire it while standing, your stamina will disappear after 1 or few shots, and make it hard to turn when aiming. because it doesn’t make much sense what we currently have.
but that’s all
( it is somewhat tied to the draining mechanic, but i’m also talking the speed of turning )
Reasonable additions I say.
Things to add: Possibly remove TNT packs and replace them with a much more consistent AT sticky grenade or attachable HEAT charge like mentioned in other posts. Back when you could reliably air burst the pack above a tank via cooking it was when I thought TNT packs were usable, now they only seem to work on lightly armored tanks.
Buffing the F2’s 75mm AP round. The thing can barely deal with T-34 frontally save for shooting the turret, which doesn’t kill the rest of the crew.
Paratroopers able to drop in grey zone? This would likely require a limit to how many paratroop squads can be deployed at once though.
Things to remove: Leaning whilst moving full speed? I only see leaning abused by meta players anyways.
WP grenades, or at least limit them to 1 a squad and make them look cooler so people can better avoid them. Example: Ravenfield WP mod
Oh, and for the love of poop, please get rid of the “seagull soc” and replace it with the first fighter unlock or something. I genuinely feel bad for any new player wanting to play a plane and having to sit in that dumpster fire of a plane and thinking that all plane gameplay is like that.
there is no point in nerfing LMGs, the Stamina drain would ONLY make sense if those weapons would be somehow stronger than other weapons - as a drawback.
However since they are way too inaccurate to be even semi decent, they are far from being “Meta”.
“IF” MGs were as accurate as tank or stationary MGs when put on a bipod, then a stamina drain would make total sense, since those weapons were supposed to be shot from a prone or braced position.
Trust me, as someone that advocates often for engineer buffs, I definitely think there needs to be changes regarding the MG nest. However, I don’t think the solution is being allowed to build 2 of them outright.
Rather:
the first major change I would like to see is the standard MG nest that we have now be enabled to Engineer 1s.
secondly, the MG nest of the Engineer 2 squad needs to be changed to include a window of sandbags around it.
Those two MG nests would count separately, as it would require a player take 2 different engineer squads to achieve it, rather than just one squad.
Add in minimap markers for friendly weaponized fortifications for the whole team. This includes MG, HMG, AA, AT field guns, and ampulomets. In addition, when you physically get closer to them, it displays a friendly blue icon over the structure in question. (This is very similar to how ammo boxes currently work.)
Give a partially transparent icon to friendly defensive fortifications on the map (sandbags, barbwire, Czech hedgehogs, mines) so players can see when an area is fortified and position around that, rather than run into friendly barbwire that is on a flank for example, or can quickly locate a sandbagged safehouse.
I personally think that this is a mechanic that needs to stay. It stops players from run-and-gun tactics so much, especially with weapons that have so much more firepower. An MG for example generally has as much damage per bullet as a semi-auto rifle, but with higher fire rate and larger mag size. There simply NEEDS to be a tradeoff, and I think stamina drain is an excellent one.
More of an underhand throw. I can definitely agree. Not just around corners but over ledges as well. For me I like to make use of trenches and smoke, but if I could short toss a smoke grenade or two before exiting the trench, that would be great!