Only Engineer Squad should be able to build heavy structures

I liked the old system more, when only engineers were able to build heavy structures.

Okay give Ampulomet and normal-MG-Nest to Flametrooper-squad and MG-squad. That medium weight equipment.
But A Heavy MG-Nest, AT-gun or Czech hedgehog is nothing that normal infantry carries.
And Engineer squad should be able to build anything. Also Ampulomet.

2 Likes

All stationary equipment should be placed by map designer for fun and balanced gameplay.
Otherwise we get HMG meme:

  • Game has awesome penetration mechanic
  • HMG added
  • HMG penetrate Moscow
  • Penetration completely removed
  • Penetration is returned but in very crippled state, far from what we had at the first place.

Another idiotic decision is GL - instead of being grenadier-specific equipment they are available for any soldier, therefore - nerf, that completely ruined them.

I mean, this is combat engineer
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And this is cringy fortniter
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2 Likes

Or maybe another idea is to introduce “strategic engineers” or “logistical engineers”, which use tool in primary weaponry slot and material in backpack slot, and they can only use pistol at first and limited weapon without ammo carrier even after upgrade. They are only available in engineer squads.

From the idea of “strategic engineers”, map designer could give certain location or areas on the maps to build heavy stationary equipment, so unexpected and unbalanced building can be avoided. If a team attack that location, the enemy strategic engineer can not build it while under enemy fire because low defence firepower, by this some secondary objective is created and may add fun to the game.

1 Like

I miss the penetration.

I also like buildables, and as fun as heavy mgs are…unlimited ammo fucked it up.

Heres hoping one day ammo, barrel changes, penetration back…teehee…penetration *snicker

2 Likes

I disagree.

Eng squads should have unique stuff.not at ampulomet and so on.

That stuff should be avaiable only on the squads like flametrower, at, MG gunner and so on

5o make that squads more usefull, and not run 2 eng squads just because.

2 Likes

Exactly my point.
Each squad should have their unique fortifications. I don’t think HMG necessarily needs to be for engineer squad.

Engineer squad unique defensive fortifications should be a stronger, more durable version of what the standard ones that everyone else can build.

Sandbag walls filled with concrete rather than sand, so small explosions like those of grenades and GL cannot break them.

Barbwire should have metal frames and stand up better to fragmentation from explosions.

Czech Hedgehogs wrapped in barbwire so if someone pushes up against it, it does wire damage. CANNOT BE PLACED INDOORS.

All fortifications from engineer squad would take longer to deconstruct (personally I don’t think non-engineers should be allowed to “deconstruct”, but I’m willing to compromise if they are at least noticeably longer).

Ultimately make the engineer squad most viable for defensive type structures, while everything else gets a unique offensive structure.

On the note of combat engineers: Assaulter squad engineers perhaps could be used for this purpose. Capable of deconstructing faster and able to build bangalore torpedos.

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I disagree. One of the things I love about this game is it’s not very restricted and has a lot of freedom compared to other games in the same genre. It’s great that you can build anything anywhere and adds to the sandbox. We can set up our own strategic positions however we want. If the constructs were hand placed by the devs than eventually everyone would know exactly where what is meaning they’d easily be countered
“Hey look the AT gun in the same exact place every time……BOOM”

I disagree in that I don’t think we need more classes or subclasses to convolute things. Of coarse they can be implemented sort of through perks and we can tailor our Engineers, but I think it’s redundant to have 5 different Engineer classes. You just have your Engineer and do what you gotta do

I understand the sentiment but sometimes I feel maybe it would be cool if they changed that and just have Engineers be able to build all constructs. That way it helps to keep their strategic role. It’s like why would I bother running with an Engineer squad if an MG Squad or whatever’s Engineers can build literally every single thing AND something unique.

Plus it adds strategy when we have to choose what constructs we’re going to build. We only have a limited amount of resources so we have to think. Am I going to defend this point with barbed wire and sandbags, or am I gonna sit in the back and be an AA gunner, or am I going to support the attack with MGs, or am I gonna be an AT crew, or am I going to build rallies……Well the same would be said if Engineers had all the toys

I disagree on making stuff more durable.

There must be a balance on structure health points and current speed of action that enlisted provides.

If game was slower, and had higher cost to spawn, sure.

As is, today, no. 0 reason to make eng items more durable than to frustrate players that want to enter a point.

We also have to consider, thst with the merge even a free 2 play player will have the option to just play with 3 engineer squads. And a pay user like me with up to 8 squads(if the rules of equiping squads stay the same)

Making eng squads have all, without trade offs, make the game stagnate to a single playstyle, aka make the game boring.

Making other classes have unique selling points, make them a viable chose to bring side by side or, besides Eng squads.

Stuff like at guns should be removed from eng squads and be only avaiable on at gunners.

Stuff like the ampulomet be removed by eng squads and only avaiable on flame squads, and so on.

I could also argue that the sniper squads should be the only squad with the option to build spawn points.
Thst would Def make the game meta change. But would be a change that no one would even consider.
A change that would make the gameplay completly diferent.

I kind of agree but to counter however having some Squads blend a little here and there helps to flesh out gameplay as well as give the team different strategies. For example, I once suggested giving the Radio Operator an Air Supply drop. An Engineer has more tact when placing down an Ammo Box but an Air Supply drop is good for say getting supplies in the heat of battle, putting it at a strategic general area, or even for when you don’t have any Engineers or they aren’t building to support the team

Or with AT weapons. An AT soldier has a lot of flexibility and can easily adapt in the middle of battle to attack a vehicle, versus an Engineer AT gun that is stationary and far away from the battle but is basically hidden in plain site because everyone primarily looks for movement when fighting the enemy but an easy target once found.

A whatever class Squad and Engineer construct can have a similar role but different applications and gameplay