So we have Assaulter and Gunner soldier clases. Their main/only purpose is to wield SMGs/ARs and LMGs accordingly. But there are several cases of other clases that also have acces to similar or even the same weapons on top of their own class bonuses.
Prime example is stalingrad engineer with acces to MKb that imo is superior to assaulter.
He has acces to unlimited ammo (via ammo boxes) and thanks to this he can use large grenade pouch with almost no downsides. Also in a squad I can have 6 engineers vs 4 assaulters (+ engi) on top of squad only buildables (AT, AA, MG).
Personally if I had to choose engi vs assault squad I would pick engi in a blink of an eye.
To sum up.
Please devs rethink what each soldier class should do and make them actually good at it instead of watering them down.
Imo the game will benefit from specialised clases that excell at specific tasks instead of some “universal soldiers” that are good at everything. Composing your squads should matter and deciding whether you want for example more AT or AP capability in a certain squad should be part of the gameplay.
I agree. Though keep in mind, this also means making engineers more capable of engineering defenses and other structures.
While I agree that they should get Rifles and not necessarily assault rifles, you also need to keep in mind that they sacrifice a second weapon slot entirely in order to have the hammer.
I don’t know how much of a “2nd weapon slot fetish” one would have to have to not sacrifice it for a hammer that (at least imo) is infinitelly more usefull than any additional weapon.
Also as I mentioned they get a backpack slot and normally that would mean no 2nd weapon slot.
My two cents on auto weapons on auto classes only:
Each class should have to have some kind of downside in order to keep balance within the game. My issue with assaulters especially is that they are not giving up ANYTHING to have automatic weapons. They still get their choice of a second weapon or a backpack, and everything that entails.
The thing is that most troop types can still pick up a second weapon, giving themselves a lot more opportunity with what they are carrying. Even flamethrowers, mortars, etc can be switched out for a different weapon on the ground when that special weapon is out of ammo.
Engineers cannot. They can only hold one primary weapon at a time. They are the only class that IMO really NEEDS a pistol. (Even though none of the pistols really seem to do worthwhile to me.)
I would honestly like to see Engineers capable of carrying a shotgun though, as I rarely see assaulters carrying it due to access to SMGs. It could actually be useful for engineers.
Thats easier said than done when in the middle of a firefight.
Its not “infinite” ammo. Each box has limited supply. It may seem like a lot when you are the only one using that specific box and only refilling small caliber ammunition. However, if teammates use it (as they should) or a player carrying a larger weapon utilizes it, it drains MUCH faster.
MGs are good for 8-20 mags depending on what type of MG it is, in comparison to 15-30 mags for SMGs.
Flamethrowers will drain a full ammo box for a single tank of fuel
AT launchers will drain a full ammo box for 6 rounds of ammo.
Mortars will drain a full box of ammo for 10-12 rounds of ammo.
ETC.
So when you put down an ammo box especially in a popular area, you can expect to run out of ammo pretty quick.
As far as reloading, it depends on the weapon and the skills. Personally for engineers, I almost never have the reload perk as I cannot fit it (though that will change with the perk rework they are going to do).
The only thing I think needs to happen in relation to soldier classes and weapon access is for automatic rifles to become much more heavily restricted. Some people have proposed making them riflemen-only, which would be a step in the right direction, but I think would still be insufficient. While it would force players to forgo utility in favor of a pure automatic rifleman, it would still allow players to run 6 of them in a rifleman squad (or more if they wish to replace utility) with an AT, Engineer, and MG.
I’m not really sure how to balance them moving forward other than just moving them into Assaulter and/or MG troops, or paratroopers.
here’s my take on this, towards the later and later part of ww2, all of the soldiers should be able to equip AR’s, regardless of the faction, all of them should be able to if they have ever made one. because AR is intended to be all in 1 weapon to be used for all troops.
tho there could be quantity restrictions for this, for example a player can only buy x amount of guns and distribute them accordingly, so it wont be just another case of a single gun for every soldier in every squad. instead it will work like this: player buys 10 fedorovs —> player cannot buy any more than that because low quantity of weapons IRL ----> player can distribute those weapons to whichever soldiers they want,
tho not all weapons would have this restriction imposed, such as the weapons that have been made in substantial numbers; kar98k, mp43, stg44, m1/m2 carbine, ppsh41, mosin, svt 38/40, gewehr 43, beretta m38, carcano, MAS36.
some weapons that have been made in low numbers would get this restriction imposed, those being: AVS36/scoped, AVT-40, FG42/II, and others…
though i am for restricting powerful auto rifles quantity, i do oppose restricting less powerful weapons that were made in low quantity such as armaguerra M39, type hei, type otsu, type 100 SMG, and similar weapons.
i think that this could work, and would be viable to stop auto rifle spam, and would somewhat please people who want more historical accuracy.
i know, thats y they would use something that would closely resemble it, or basically allow any troop to use m1 garand, m1/m2 carbine, m3 smg, sten, and others
I understand what you mean, I just don’t love the idea of paper weapons becoming the absolute mainstay of a faction, and the US really didn’t have anything resembling an assault rifle until much later.
We also have to consider the engineers on all factions
Us has access to m2 carbine
Soviets have access to avt and or avs
Germany mkb and fg42.
With none I have an issue, but people only point fg42s or mkbs.
When the alies ones are far better (stats, hidden stats and gameplay)
M2 and avt/avs are just built difrently.
But what do I know…
As for topic, I hope it stays as is when progression rework hits live. May br fix that on lower tiers, and upper ones have access to said weapons. I suggest…
As for mkb on eng, I hope it stays that way, and normal mkb gets a 50 rpm buff, just to be on par with all the mkb and stg family rpm.