After two years of playing the game, my current understanding of this game is that it is a fast-paced AI butchering game. The atmosphere of the World War II battlefield in the trailer is gone. The way to win the game is to compare who is better at killing AI. Tactics and cooperation are almost non-existent (Of course, some toxic gameplay are exceptions), we have long been used to this style, however, I think this style of play does not well show the unique mechanics in this game
I believe the biggest characteristic of this game lies in the player-led squads. However, at present, “led” mostly means dragging a group of respawn points that are almost useless against other players. I believe that currently, over 95% of the kills in this game are caused by player-controlled soldiers,and i don’t think that’s normal in a WW2 themed game. So the developers are also trying to improve the AI, but I think the main issue isn’t the AI; it’s that players have too much power. When combat occurs, instead of seeking cover and return fire, we hold recoilless automatic weapons or even squad weapons while crouching and shooting on the move. This isn’t a game about heroism…right? So, in my opinion, the solution is to make all weapons harder to use, similar to the weapon experience in “Hell Let Loose,” increasing the survival time of squads in combat. Specifically:
- Greatly increase weapon recoil to make it more realistic.
- Make it almost uncontrollable to move and shoot with a 10-kilogram light machine gun, like the heavy weapon mechanics in the Battle of Stalingrad.
- Increase the impact of weight on soldiers’ movement speed.
- Remove or reduce the zoom effect when aiming.
- Increase weapons natural sway to encourage players to crouch or go prone.
- Significantly increase reload times and animations, rather than takes the magazine of the weapon and
simply reinserting it. - Perhaps introduce suppression effects (distorted vision, severe weapon sway, etc., when under heavy fire).
- About grenade (mostly nerf)
As for AI, enhance its ability to seek cover alongside players, making the combat scenes more like “Company of Heroes,” but in a first-person,the entire squad an extension of the player’s firepower,In this way, using the squad as the core of the gameplay, rather than a single soldier, will also provide more expansion space for subsequent game content, such as more combat command, real squad weapons, etc.
While infantry receives significant nerfs, it is also necessary to limit vehicle spam, which can be achieved by adding an SP (spawn point) system like “war thunder”, making fighters, tank destroyers more valuable, and SP also can be used to restrict powerful squads such as flamethrowers and paratroopers, which also allows devs to have more options for the balance of future stronger premium squads
To address concerns about potential snowball advantages gained through the SP system, adjustments can be made to the SP gain multiplier or score limits for different unit types. For instance, giving CAS planes and heavy tanks extremely low SP gain rates, while providing more rewards for fighter planes and tank destroyers when eliminating enemy vehicles. I believe that the SP system will not create further imbalances, but instead provide more opportunities for game balance adjustment.
I know these ideas aren’t just small suggestions, but expectations for a very different style of play, and I also know it’s not my place as a random player to tell the developers how to make their game, but I do want gameplay can be unique and enlisted can achieve success like war thunder.