Medkit rework

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Grenades,Grenades is everywhere

i didnt imply the soldier should form a grenade armor, he should just own 2-3 grenades

Balancing grenades remains a challenge, and I’m sure players have encountered opponents equipped with a large number of white phosphorus grenades or Molotov cocktails, and that can be really annoying

i think there could be a way to balance grenades, by making limit to what types of grenades can be brought to battle, for example if theres 3 grenades per each soldier without the pouch, 1 grenade slot should be a smoke grenade slot, the other 2 slots for grenades can be whichever mix anyone wants, however the phosphorus grenade would be limited to one per soldier, so if you equip a smoke grenade and phosphorus grenade, you will have one remaining slot to use for other grenades

example:
3 grenade slots -
smoke grenade / hand grenade / hand grenade
smoke grenade / explosion pack / explosion pack
smoke grenade / explosion pack / hand grenade
smoke grenade / smoke grenade / smoke grenade

the typical smoke grenade/explosion pack/hand grenade can be shuffled in the slots whichever way anyone wants it doesn’t have to be specific like this, also the player can choose to bring just smoke grenades, but not just explosion packs, hand grenades or phosphorus grenades only.
however if a player chooses to bring a phosphorus grenade, it would look something like this:

smoke grenade/phosphorus grenade/hand grenade
smoke grenade/phosphorus grenade/explosion pack

there will be only 1 phosphorus grenade per soldier, due to how OP it can be if someone were able to bring 3 of them… per soldier.

throwables such as molotov cocktails should have a light-up animation, so they cannot be thrown as often, it bugs me how the soldier can instantly throw 3 of them.

You and I seem to have had VASTLY different experiences. I encounter them nearly every game. White phosphorus in campaigns that have it, frags in most of the others, or god forbid i try to move forward with a tank, I see 3-5 explosive packs on the screen at once.

The issue is that as of current there is NO COUNTER.

  • Most maps have designs so you can fairly easily get in range to throw especially if you have extended throw distance.
  • Barbwire is a joke with how easily its broken, so that doesn’t keep people back.
  • You can only hold one landmine per character (yet you can have 3 grenades), and have to manually place them, so those don’t last very long to keep them back.
  • Sandbags are destroyed by frag grenade explosions as well as everything else, so trying to seal a window to stop grenades only lasts for 1 grenade if you are lucky.
  • The only way to “stop” a grenade is to attempt to shoot and kill the enemy before they have a chance to throw. Which if you only knock them, they get a chance to revive, or even to use a grenade before they die.

The ONLY thing limiting players on grenades are when they have to chose if they want more ammo or meds, or have a character only able to equip 1 at a time (medics, RO, flametroopers, pilots).
Until there are stronger fortifications, adding more grenades to the mix is just asking for the game to be even more broken than it already is.

i would advise you to try to pick them off at longer ranges, to prevent them from coming up close in the first place, when i do that, they just resort to aimlessly spraying bullets and throwing grenades not even close to my location

sounds like lack of team cooperation, with every tank there should be some infantry protecting it

i think that could get a re-work aswell, considering the bulkiness of a anti tank mine, there should be a option to carry at least 2.
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but regarding the anti-personnel mines, i think there should be a carry box for them like this, ideally a engineer should have the option to carry more mines

same thing with the machine guns, its kinda stupid that once they’re shot out they’re unusable, there should be a option to fix them and get them into working order again

Thats not really an option when everyone is built with speed perks and is on top of you quicker than you can kill them. Like I stated, most of the ways intended to slow them down to where you can pick them off like that are too fragile and are destroyed quickly.

Even with team cooperation, it doesn’t help. One single molotov or a well timed frag kills the entire group of infantry. Yet again, more problems with grenades.

Trust me, I’ve put forth the suggestion for a backpack slot to increase mines a couple of times. It gets shot down EVERY time by players that are focused on keeping grenade spam meta. (Almost like maybe that would be a solid counter to it!)

The ones built into the map cannot be restored, but the MG nest and HMG nest built by engineer squad and MG squad CAN be repaired.
The whole point of the ones built into the map is to let players hold back enemies while engineers get more sustainable MGs in place.

i feel you, ive put forth many suggestions and they get shot down easily, it wouldnt be a terrible decision to give soldiers more grenades without the pouch, if devs manage to tame the grenade users via simple add-ons, such as long grenade arming time and so forth

yeah but my point is that if the MG built into the map gets shot down, the engineer should be able to go and repair that mg, making them usable again, right now once the mg’s are shot-off, the enemy can just walk thru the enemy defences.

No, honestly, giving more grenades without the tradeoff of health or ammo is still not a good idea. Those are the 3 major “resources” in this game. Grenade spam will always be around no matter what you do. Its a matter of how can you counter it.

Unfortunately, as someone that has a little experience in game development, let me assure you, being able to repair the MG nests that are built into the map is actually NOT a good thing. The reason why is that while some of the placements might be good, it discourages players from taking the specific squads necessary to build those same types of fortifications. If that is done then you have even more squads of the same exact makeup and less of the more unique squads on the field. Might seem like a minor thing now, but in practice, it can make a huge difference.

yeah but it feels stupid knowing that logically you can have all 3 at the same time but the game doesnt allow it

the only major tradeoff for packing so much equipment on a soldier would be overall slower soldier and faster stamina loss, and not being able to jump high

If we allow players to carry more than one mine, then I suggest adding mine sweeping equipment for the engineers so that enemy mines can be displayed like friendly mines, and more animations for laying mines instead of just throwing them around like a banana peel anywhere.

There was a time when I was playing the offensive side of the Soviet Army in Berlin and I had two fully upgraded AVT40 teams and a fully upgraded Federov squad, no top players on the enemy team, no FG42-2s, no King Tigers, not even many semi-automatic rifles, but I still couldn’t take down Goebbels House simply because the enemy had placed too many anti-personnel mines in the battle area and on the necessary paths . I know I’m not one of the best players, but since I “graduated” from the Soviet Army in Berlin (a common term used in the Chinese player community for getting all the upgrades in a campaign and creating a top-tier corps), I’ve never done worse than third place in my team, and I appreciate the tactical thinking of the other player, but Watching the team I spent huge amounts of resources raising get crushed without even having a chance to fire a shot, just because a team ran into a building and threw mines around (German mines are more inconspicuous compared to the other camps’, which isn’t a huge advantage, but it does exist) really doesn’t make me happy.

For the U.S. Army in Normandy, quick clearance of MGs inside German forts with snipers and tanks at D-Day was almost necessary to avoid excessive losses. I don’t think allowing engineers to repair MGs on the map is a good option in this case (I think the D-Day map should be redone to address the US Army’s problems, for example, by building more covers or making special mechanisms such as naval gun support, airborne troops or direct fire support from landing craft)

this is why i always enter via windows

i played few times in normandy allies, the only thing that allies gotta do is flank, to stay out of mg42’s vision, and just clear the enemies on the outside before clearing the inside, but what i kept seeing is the allies doing the opposite, just rushing in the point, dumping clips, and they end up getting destroyed because the cap point and the surrounding area was full of enemies.

You see, since I had acquired the best equipment available to the Soviets in Berlin, my experience in the game naturally included the phrase “don’t attack from the route the enemy wants you to take”, and entering buildings through windows had become one of my instincts, but the opponent in that game even placed mines behind the buildings, uncommon, but annoying

thats most likely because someone already took that route, and a smart player will of course prevent the enemy from taking that route again.

id advise to be creative, when it comes to attack directions, and the way you kill the enemies from within.
i manage to defend and attack without much issues and i rarely resort to grenades, and i havent bothered getting grenade launchers, unless im confronted with grenade launcher spammers, sweaty tryhards and so on.
but tactics for defeating those can still be found, typically id just prefer to pick off enemies from distance, this way by the time the enemy arrives to the cap point, either half or most of their squad is gone.
the enemy players also tend to station their squads nearby and go alone into the cap point whilst not caring if the player controlled soldier will die or not, they do this because they prolong their squad from being destroyed by sending one well armed soldier after another, instead of whole squad diving into the action and potentially all of them instantly dying.
this is easily countered by simply finding those hideouts, those hideouts cannot be far because the command X (defend that point) has a limited radius before the order is cancelled.
so once you find the stationed squads they’re basically just sitting ducks, chuck a grenade in there or use your gun, then the enemy player realizes hes done for.