First of all, I would like to draw the ATTENTION of the DEVELOPERS to a acute problem for a new audience and is no less of a nuisance for veterans of the game. These are mines and paratroopers, both of which cause frustration and eye twitching.
Mines are an interesting tool, but too effective within the such high-speed gameplay, in the very heart of the battle, if you look for mines under your feet, the enemy will shoot you dead, in the end, the most effective way to play is to ignore them and clear them âaliveâ by bots.
Iâm not proposing to make them less deadly, Iâm against such workarounds in games, especially since we already have one with anti-aircraft guns that donât look down, which creates separate problems for the intended use of them.
I propose linking mines to classes, which will automatically reduce their number on the battlefield and allow players to build their âdeckâ more carefully.
My proposal for mines:
Engineers - AP, AT
Armor-piercers-AT
Snipers-AP
Paratroopers-AP, AT.
Now the main course, the paratroopers.
Troops are still not in the tech and squad tree, and I think for good reason. Now few people remember what the game looked like without them, but I suggest trying to remember. Do you remember the absence of nervousness due to the fact that you constantly need to look up or look back, the âfrontâ was easily identified and everything was much less like the confusion that we have now.
The paratrooperâs plane is almost impossible to shoot down, it appears on the map without warning, which is logical, so air superiority does not matter. Proposals to limit and reduce functionality seem to me to be unintuitive and harmful to the game, and also not fair to those who bought premium parachutes, and this is currently the only way to get them outside of events.
So I present to your attention a new mechanic, guided anti-aircraft guns.
An individual order will now be used more often in the game. We build an anti-aircraft gun, order an individual soldier to sit behind the anti-aircraft gun, he becomes attached to it forever, covers a small piece of the map, with priority for paratroopers (priority is indicated by stars), playersâ planes will also be taken into account, but I think that accuracy and reaction should be limited for them, the same as in infantry combat. Large aircraft based on the residual principle.
This opens up a new layer of gameplay for us and makes the game less chaotic, more understandable and tactical, the landing force is still very useful, but not imbalance , anti-aircraft guns are now even more necessary and become a priority target in the rear. The âfrontâ appears again, the complete confusion disappears.
Everything I offer is not a wishes, but a constructive proposal to improve the game.
Surely there will be people under the post who donât think so, but regular arguments about grab the biggest piece of the pie to defend or expand your playing style is nothing new, here I hope this wonât happen and everyone will think about the fact that this is vital for the game that we all play here and want to it developed and attracted new players.