Some miscellaneous suggestions

  1. Add range finding on marks when looking thru binoculars. Good for AT gunners.
  2. Heavily reduce dispersion when mounted for guns that have bipods.
  3. On that note, make the bipods work like in Insurgency Sandstorm where they deploy and then auto-mount to the first available surface they touch.
  4. And another mechanic they should borrow from Insurgency Sandstorm is the ability of defenders to block points from being captured(maybe only for a certain time frame) even if outnumbered.
  5. Allowing defenders to see the next point(and possibly locking it temporarily) to allow for rallies & fortifications.
  6. The ability to order your men to follow behind a friendly tank and use it for cover, while also being more protective of the tank, prioritizing shooting enemy soldiers who come close to the tank.
  7. Overheating for SMGs, machine guns and possibly other weapons. For guns with quick change barrels there can be a barrel swap animation, otherwise the gun will just β€œjam”. This could reduce automatic spam and add reliability as an incentive to upgrade from, say, a Sten to a Lanchester or an MG34 to an MG42.
  8. Ability to see skulls on the map from radio called arty the way you can from mortar kills.
  9. Lowering the base fire rate of StG 44 and similar weapons, max it should be is 550 really. To compensate, increase their damage from 8.0 to 9.0.
  10. The grey zone should destroy any built guns you leave behind there if they are not used for 30 seconds.
10 Likes

1 - Love it, high on my list. Would use Range finder alot (or make it like when using mortar and see range of spotting)
2 - For sure
3 - Why not, anything’s better than now
4 - Dont like this one, as it would be pretty easy to block
5 - Yes
6 - Id like more β€œorder” options (micro control) for AI and longer leash
7 - Not keen on overheating for SMGs at all. I would like Barrel replacement on MG emplacements and tanks to replace overheat lockout mechanic. (although its essentially same thing)
8 - why not
9 - indifferent
10 - good QOL improvement

Id like to add some.

  • Allow vehicles to Cap objectives β€œWHEN” the commander is popped out the Cupola
  • Bring over the β€œZero in” vehicle weapons from Warthunder to work in tandem with range finder (binoculars). Apply to AT emplacements aswell
  • Allow to POP up to look over gun shield on AT guns (think commander out of cupola) to use binocs/ personal weapon
  • Ammo Boxes to supply AT guns, and Tanks nearby. Consume very quickly
5 Likes

This would be great.

4 Likes

Yeah, the idea was to replicate unreliability not necessarily overheating but also general depreciation of quality that comes with sustained use. Could take multiple mag dumps of an SMG. Mainly to discourage magdumping and reflect famously unreliable guns like the Sten and Breda 30.

2 Likes

How bout bringing the old Jam back or misfeed after a few mag dumps. Just a quick cycle of the bolt to clear and keep firing. I know its probably not popular (as it was removed) but It used to make me smile when the weapons misfed briefly.

4 Likes

I like this one.
It would incentivize, at least slightly, for tankers to get out of greyzone and get into the thick of it.

1 Like
  1. Add range finding on marks when looking thru binoculars. Good for AT gunners.

Probably not a bad idea but I do not think it’s relevant enough to add to the game with all the problems we have right now

  1. Heavily reduce dispersion when mounted for guns that have bipods.

they hate the concept of skill and they hate the concept of kill zone And we’ve been Screaming at them to fix it for how long

  1. On that note, make the bipods work like in Insurgency Sandstorm where they deploy and then auto-mount to the first available surface they touch.

at this point I believe developers do not care about bipods at this point And the best response we’re gonna get for them is this
β–‘β–‘β–ˆβ–ˆβ•—β–ˆβ–ˆβ•—β–‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•—β–‘β–‘β–‘β–ˆβ–ˆβ•—β–ˆβ–ˆβ•—
β–‘β–ˆβ–ˆβ•”β•β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β•β–ˆβ–ˆβ•—β–‘β–ˆβ–ˆβ•”β•β–ˆβ–ˆβ•‘
β–ˆβ–ˆβ•”β•β–‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–‘β–‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ•”β•β–‘β–ˆβ–ˆβ•‘
β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•‘β–ˆβ–ˆβ•‘β–‘β–‘β–ˆβ–ˆβ•‘β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•‘
β•šβ•β•β•β•β–ˆβ–ˆβ•‘β•šβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ•”β•β•šβ•β•β•β•β–ˆβ–ˆβ•‘
β–‘β–‘β–‘β–‘β–‘β•šβ•β•β–‘β•šβ•β•β•β•β•β–‘β–‘β–‘β–‘β–‘β–‘β•šβ•β•

  1. And another mechanic they should borrow from Insurgency Sandstorm is the ability of defenders to block points from being captured(maybe only for a certain time frame) even if outnumbered.

They will never do this one they like their fast-paced game modes more than they actually like actual gameplay

  1. Allowing defenders to see the next point(and possibly locking it temporarily) to allow for rallies & fortifications.

They definitely don’t care about this one they like watching defenders running to the next objective and getting shot in the back of the head

  1. The ability to order your men to follow behind a friendly tank and use it for cover, while also being more protective of the tank, prioritizing shooting enemy soldiers who come close to the tank.

Not a bad one but I do not believe the majority of the community would actually use this and I’m not talking about the people who use discord or forums

  1. Overheating for SMGs, machine guns and possibly other weapons. For guns with quick change barrels there can be a barrel swap animation, otherwise the gun will just β€œjam”. This could reduce automatic spam and add reliability as an incentive to upgrade from, say, a Sten to a Lanchester or an MG34 to an MG42.

Does that apply to the Vickers machine gun and Thompson with 100 rounds and LAD ?

  1. Ability to see skulls on the map from radio called arty the way you can from mortar kills.

Not sure The devs even care about that one they don’t like situational awareness or knowing how the map even functions so I don’t believe they’ll even add this one

  1. Lowering the base fire rate of StG 44 and similar weapons, max it should be is 550 really. To compensate, increase their damage from 8.0 to 9.0.

Gewehr 41 Gewehr 43 it could use a buffing damage as well and that wouldn’t be a bad thing

  1. The grey zone should destroy any built guns you leave behind there if they are not used for 30 seconds.

ja

It could be added along side this for great effect to gameplay.

When you use a bipod, your recoil is already greatly reduced, which helps the problem of accuracy a bit, but to reduce your dispersion, you still need to upgrade the weapon up to maximum level.

  • From what I’ve found, most players that complain about dispersion actually have NOT upgraded their weapons fully, if a at all.
  • If it is a weapon that has a bipod, its a MG, and when you fully upgrade an MG, the dispersion is VERY RARELY an issue when the bipod is set down, unless you are trying to hit pretty long ranges, in which it is not designed for.
  • Otherwise, Make dispersion tied to stamina , this might help the issue as you should be at full stamina when your bipod is deployed anyways.

Interesting idea. Might be rather annoying though, but definitely worth exploring as an option.

My comments on this one is simply that defenders need to be able to build up to where this is far less of an issue. If the attackers manage to overrun it even when it has been adequately fortified, then they should be able to take it.
The 3 main purposes of proper fortifications are:

  1. Reduce enemy forces coming toward the objective.
  2. Limit the enemies choices of where to enter from.
  3. When they manage to get in, decent fortifications should enable you to fend them off long enough for friendly reinforcements to arrive.

So no, a random pause on their capture should not be added.

All future objectives should be visible to defenders on the map at all times. Giving them the opportunity to set rally points and other fortifications in advance.

The reason I say ALL is that some objectives are guaranteed fail locations, no matter what you do. So if it ONLY shows the next objective and not the others, you may waste time on one that simply can’t be held in the first place. (Usually ones that are outside and not indoors)

Meanwhile, if you can see ALL locations, you might be able to pull back up to 2 objectives and have plenty of time to fortify, set mines, trench, etc as you need to.

Ultimately, this is still helpful to your team in the long run, its just a different way of playing for those of us with a more strategic mindset.

100% agree.

This makes pushing up with tanks a lot more viable too.

I don’t think adding overheating and barrel changes is perhaps a good idea.

However, I think JAMMING mechanic is a good idea for infantry carried weapons.

This already exists.

The grey zone automatically destroys weapon emplacements. The issue I think you are experiencing is that the grey zone takes time to set it.

This suggestion would fix that issue immensely.

MGs in real life are built to provide suppression at long ranges.

I agree, however, as you just said:

Providing SUPPRESSION, is not necessarily the same as ACCURATE FIRE.

Which at longer ranges is usually done over a sweeping area. Your bullets are not going to be precise when providing suppressive fire.

  • Even when firing at a single target at long range with short bursts, how accurate do you expect an MG to be?

    • Even under ideal circumstances, when not taking fire in return, bipod down, or even sandbagged, you are still going to have dispersion even in real life.
      Its a MG, not a sniper rifle.

Well, without suppression in the game, MGs should at least be able to β€œsuppress” by virtue of it being near certain death to go in their line of fire without using smoke grenades or sniping the machine-gunner.

2 Likes

For supression to work, the person being shot at has to believe they are in real danger. Would have to be hitting bloody close.

Some degree of accuracy is required.

1 Like

As it stands CURRENTLY, with a maxed out level MG, it already hits fairly accurate. Accurate enough for it to be effective suppression and close and mid range without a question. Its the β€œlong range” that has me concerned.

While I agree with you in THEORY, the main issue that prevents suppression from working is that players within the game don’t CARE no matter how close it is. After all, even if they get killed, they just respawn.

While it would be nice if they added something along the lines of Battlefield 4’s suppression system, where nearby bullets blurred vision (something that could directly be considered an element of β€œfear”), I don’t see them doing so out of the sheer number of COD transfers that would complain about it.

So as it stands, the long range accuracy could become a serious balance issue if had further decreases to MG dispersion. Especially for certain MGs that are far stronger than the MGs that can be built or found around the map (the MG15 for example).
It keeps people more likely to use bolt-actions and semi-autos for the longer range engagements (in the case of ACCURATE fire).

Please note, even as big of a fan of engineers and the fortifications end, I don’t think even the (H)MG nests should be more accurate, I think ALL MGs are good currently in terms of dispersion in correlation to range.

That’s pretty much why there are horrendous losses charging down MGS in WW 1 and WW 2. Except those poor sods didn’t get a respawn.

By the way my comment wasn’t an argument for making MGs more accurate, was just stating that to suppress someone you would have to land rounds bloody close, wing them or shower them in debris. The suppression would only last as long as you could keep the fire up, then instantly disappear.

1 Like

Are you suggesting an actual suppression MECHANIC, or just talking about suppressive fire in general?

To activate a mechanic for suppression (similar to bf4), the current accuracy would easily suffice. The shots are still very close, if not hitting the target. My point is that we don’t need laser like accuracy at long range.

As it currently stands, you can do quite a number to incoming infantry IF you can set up a good position. I just don’t think giving them sniper range capabilities of accurate fire is a good idea.

Sorry, Actual Suppressing fire in general. I dont mind β€œSuppression Assists” as a mechanic. But not really for shaking screens and blurred vision. At one point I liked it. Sort of doubled back on it now.

Only suppression I would be all for is Particle effects being larger and obscuring vision via particle density from near misses and sound overload. Sound itself (cracks, whizz, ricochet, hitting different surfaces) can be enough to put someone off or make them panic a little.

2 Likes

I just want to reload my rifle like normal with 1 in chamber…
also ai building more rallies would really help with the whole terrible teammates thing

I think normal mgs should have the same or similar accuracy to built ones when prone & mounted. However, the turn rate of all machine guns while shooting from a mounted position should be reduced to avoid helicopter dicking with a mounted and prone lmg. This incentivizes shorter aimed bursts.

As I said, personally I think something like this does need to be added, as simply

this does absolutely nothing because there is no fear, because they know they can just simply respawn and rush in again.

I see it all the time when I set up an MG nest. Players, not even just bots, but PLAYERS will attempt to rush through the exact same location over and over again even when there are visible tracers streaking through the air at that location.

The only way that I ever see them take a step back and actually have a bit of second thought, is when a cannon shot (personally I use the field guns a lot) lands nearby. The concussion effect is enough for them to actually back off.

I even asked this question to my group tonight:
β€œWhat kind of suppression fire do you actually find intimidating and will get you back off from that location to try to find another route?”

2 of the 3, (which are the ones that prefer to play rush type infantry) said they don’t care about MG fire. They either hope he’ll reload/ overheat when they run through or try to feed enough troops to it that it does stop due to one of those issues. However, concussion effect from whatever type of explosive will force them to shelter in cover before trying to press on.

The other teammate thinks like I do and will try to either use smoke, find a different route to flank, or will bring a tank in to deal with the issue or at the very least block MG rounds to help the team move forward.

  • The point is, unless it actually effects them in some way (other than simply killing them), suppression fire does NOT work.
1 Like

I disagree

What affects your ability to shoot more than concussion/sway?.. Not being able to see what you are shooting at.

Larger Partcile effects from hits can potentially obscure vision. Effectively its the same concept as screen blurring, just without affecting players control over their own weapon.

And I guarantee players rush their actions more when they know they are getting shot at, whether they can see the guy, or hear the audio cues. trigger discipline goes out the window, more likely to mag dump and spray and pray.

In my book thats just player stupidity. Lemming train, responsible for many a loss.

why would the lemmings back off when they clearly dont care about being killed. Doesnt make any sense, β€œIm okay with getting killed by running in front of a machine gun again and again, but an explosion I draw the line.”… :man_facepalming:

2 Likes