⭐ Overheat Removal Part 2 (Tank/APC MGS)

At first i thought this was crazy what does a soldier and a supermarine spitfire have in common. then my soldier started flapping her arms and hell took flight. they were able to drift, strafe dive and climb with the best of them. even better was their new ability to drop bombs on lightly armored tank roofs. these of course held between their legs like a chicken egg. landing was a challenge as they had neither wheels nor skis. flying also removed cover allowing infantry to shoot back at tanks without trees and bush covering them.

just hope you dont get an oil leak

Make overheat like in Bad Company 1


11 sec to overheat, 3sec to cool down. Can shoot for longer with some trigger discipline.

I honestly believe that all MG overheat should be completely removed - reloads should be the main limitation for MGs.

Also if tanks had more effective MGs - but worse HE in return, vehicle vs infantry gameplay would feel less frustrating for the infantry facing heavy HE spamming tanks.

Getting killed by direct fire makes one know he has made a mistake, but getting killed my area damage can often feel cheap and unfair.

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how and how much, rate of fire, splash area, how easy it is to detonate shells and splash, iu dont see them nerfing he shells enough to give them super guns. also some tanks with bigger mages would gain more than others.

decent number not satisfied with MG overheat