It’s just too easy to fill every squad in the game with fully automatic weapons, so much so that it puts players at a disadvantage for choosing anything but a full-auto lineup. Limiting the number of automatic weapons that can be deployed per squad could go a long way in balancing this issue.
The avt 40, avt 36, fg 42, fg 42 II, and their sniper variants should go to machine gunners. See: BAR, Vickers-Berthier, Type 96, Type 97
The m2 carbine and sniper mkb should go to assaulters. See: kiraly, stg, and Thompson series
I’ve referenced LMGs and SMGs that have comparable stats and use cases, showing that there is already precedent for all these weapons to go to their respective specialists instead of general use
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True that. The BAR should be available for all riflemen, Johnson rifle too
Why AVS and AVT for gunners?
Avs and avt are in the same family as the BAR: select fire rifles intended for use as a squad automatic weapon. Historically and tactically they fill similar roles.
Stat-wise the bar and avx are very similar in damage, rof, and actual recoil. In the game: machine gunners get the automatics with full-sized rifle rounds, and assaulters get the automatics with pistol and intermediate sized rounds.
How about BAR it has only 20 rnd…
They were trash though, that’s why the soviets binned them after a few years. Fully automatic battle rifles are known to be wildly uncontrollable, especially when trying to fire on the move. They would get the benefit of more starting ammunition and have minimal movement penalties.
The soviet assaulters already get the federov and a selection of the best smgs in the game, so adding a BAR equivalent seems overkill to me. Having said that; at long as it’s one or the other I’m open to entertaining the idea
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I have to disagree. Full-auto weapons might be great for close range, but semi-auto and even bolt actions still hold plenty of value. (On console this isn’t even a big issue.)
I’ll be completely honest, I don’t think a huge change to what soldiers get what is the solution to the issue. The solution lies more in getting players to fight in a way that isn’t just rush forward and fight as close together as possible. In other words change the range at which soldiers engage each other.
Engineers, use of vehicles, and plenty of other things play into this. You are essentially trying to get less people to use assaulter or MG squads. The best way to do that is to improve the value of the other squads in whatever their specialty is, not just by switching primary weapons around.
Think about it this way: Assaulter squads are pushing in, so an engineer puts up a well placed MG Nest. If the MG nest is doing its job, it should be able to keep the assaulter squads at bay, and far enough back that they can’t take it out with SMGs very effectively. This is where the OTHER weapons come in. A sniper, bolt-action, even a semi-auto that has higher accuracy and range is needed to deal with that MG Nest.
That’s how the game should be working optimally. However, so many people are only focused on using assaulters, and honestly most PC players I’ve talked to are completely against engineers being used to their full potential, usually because assaulters seem more effective in the short run. THAT is where your balance issue lies. Not in what primary weapons everyone has, but what counters other classes have at their disposals.
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AVS -36 0.28
AVT-40 0.26
G-43 0.26
JM1941 0.29
Sniper-AVS 0.05
Sniper G43 0.03
EvEn SeMi-AuTo
I can also give every man in a rifle squad a grenade launcher and 3 frags 54 grenades per squad, so how is a full auto gun any more effective
Explosive spam is a different issue to what I’m addressing here. If you have any solutions I’d be happy to hear them.
I agree that there are other issues contributing to the overuse of automatics; such as map design, pacing and scoring, and I think they should be addressed too.
I’m not looking to turn enlisted into hll, I like the faster pace of this game, what I would like is to see more deliberate gameplay with fewer full auto weapons in the field at any given time. I think consolidating the types of class that can use automatics is a good step in the right direction.
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In this case I think is more than just automatic weapons that need to be considered on this part, as giving certain classes more power will only break the balance further. What about shotguns? I got to thinking about it earlier and I could see shotguns being given to more classes being useful, and not gamebreaking. Engineers for example could benefit from this, making them more useful and even possibly more effective at their jobs. Allowing them to deal with close quarters threats and not being as tempted to focus on targets at range, instead opting to build effective killzones (which this game needs more of in my opinion for balancing).
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