First before we start talking, here just really quick the current ammo stats for “axis rifles”
FG42 20/20
G34 10/20
G41 10/20
K98k 5/20
+100% ammo for a big ammo pouch
So, I have been following the FG42 ammo nerf discussion today and I just had an Idea.
So how about, instead of just simply nerfing the FG42 and other OHKO trooper auto guns, we buff the amount of ammo for semi autos and bolt actions PLUS “very important” turn the TNT explosives charges into a " 2 slot item ".
That way each soldier needs to be dedicated to either carry extra ammo or being able to defend himself against armored targets.
And in the case of running without a big ammo pouch, using the less powerful rifles would grant the necessary ammo supply to keep the battle going.
Ah and yea, just to clear things up:
this idea is not without other consequences ofc, like the bomber class for example would also need to be adjusted, since it would be able to also carry fg42’s with ammo pouches and a good AT weapon.
And the Gunner class would have enough ammo to have no need for an ammo pouch, while many MGs couldn’t be nerfed with less ammo, since guns like the MG34 only have 2 mags to begin with.
Also just to clarify, I don’t intend to buff tanks with this suggestion, in fact I personally believe they are in a good spot right now, these are just some thought that I had. More things can be adjusted to compensate for this here. My main intend is to give “actual WW2 standard weapons” a reason to be used.
like, how did you camed up with such… terrible idea?
it doesen’t even work.
like, what’s the point of limiting tnts if everyone can just carry at mines?
backpakcs are already there to limit, i don’t see why on top you want to limit even further the overhall equipment.
which already happens?
because again, the backpack are already present so that you make compromises.
i’m sorry, but it’s what you are basically doing.
back in the CBT and CAT if you remember, we had the ability to have up to 4/5 universal slots.
and you could have carried all type of stuff. when the game reached obt, this thing has been reworked making tanks somewhat powerfull. and it’s no fun if i can’t deal with what i have in front of me.
i kinda see the point of making thing historical accurate and incentivize more teamplay, but enlisted it’s not made to be historical accurate in the first place, nor team play based.
FG42 is classified as a “switchable semi-auto rifle with full power rifle bullet(7.92x57mm Mauser)”. and this category of guns in-game has a total of 2 clips, for example, AVS36(7.62x54mmR).
Previously 20/80 is not a feature but a bug. FG42 has low recoil does not mean that it is intended to be used as a machine gun or SMG, pouring bullets around. Why not play it as a semi-auto?
well, i just personally believe that “backpacks” dont limit anything to begin with, since having 3 pack of tnt or multiple medpacks issnt really useful to begin with
exept, as mentioned, with ammo you can’t bring more tnts. or medpacks. which are usefull. maybe not for you, but for many others it is ( included me ).
because i use it mainly on engys. for two medpacks, and two repair tools.
assaulters i usually give them more grenades for smokes, tnts and normal frags.
you know, variates a little without having super soldiers like we used to have.
I support almost everything you have said. Regarding the blast pack is a good idea, but only if the grenadiers get more effective grenade launchers. Often I’d rather throw explosives under a tank and kill it 100% than fire a Sturmpistole, which requires aiming accurately and doing virtually no damage to Sherman and Jumbo.
Such a change would make grenade launchers more valuable, because right now, especially for the German side, they are rarely taken.
Bolt actions have a good amount of ammo for their fire rate, and semis have not very much ammo for their fire rate. It’s meant to balance them a little. Gives incentive to not carry semis and autos for every trooper; best to only give them to guys who will carry the ammo packs.
let me clarify,
If your soldiers pick the faster/more revive/ heal perks, yes getting more health packs “can” be useful.
however, for the grenade pouches? 90% of my tank kills as infantry are done the following way:
step: get close to tank or die trying
step: cook the tnt and throw it on top.
step: one hit kill the the enemy tank ( which happens in over 90% of the cases )
A second piece of tnt is never necessary, thus just picking the ammo pouch is literally not interfering with your AT capabilities. And dont come with AT mines lol, they are 100% useless (atm)
So, yea … I mean, I never said infantry vs tank combat should be nerfed, I’m pretty sure there are other ways, “better” ways to keep the infantry vs tank balance as it is, like buffing AT soldiers (bombers),
I just really don’t like the Idea behind using the best weapon in the game, while also being effective against tanks, not to mention the 35 HP bonus for lvl 5 troopers AND 9 soldiers in your squad.
There needs to be some drawback, and with a big ammo pouch you would still have enough ammo for your FG’s to wreck everyone no problem. Hell even buffing the big ammo pouch to a 150% ammo bonus or even 200% would sound good to me, as long as said unit loses its diversity.
well I prefer guns like this on semi auto as well, but but consider that the FG42 was a Rifle / LMG hybrid.
Thus full auto was indeed one of its main features.
So weird thing for me is that, even on single fire it is just straight superior to the G43, cuz for example just by the bigger magazine capacity alone. - Which makes sense, since it was the more advanced weapon system. But that’s what I’m trying to say here, nerfing the Gun itself doesn’t make too much sense to me, something needs to happen in order to give the player a “drawback” from picking literally the best weapons in the game. And I don’t necessarily think “just reducing” the ammo is good enough of a change.
Grenades pouch are for something more than just more explosive pack. And explosives overall are not only meant to destroy tanks.
After you use that one detpack to destroy a tank how will you clear the room fool of enemies? Sure, you can try to shoot them one by one, but throwing handgrenade in will simply work better.
There are also smoke grenades, that are just forgotten if someone doesn’t use big grenade pouch. But they can be really usefull too.
Overall it all comes to your own preferences. You prefer to take ammo pouches, I prefer grenade pouches and backpacks (big ammo pouches are used only for LMG and sniper in my setup). Niether of those two approaches is universally the best. That’s what’s great in customisation. And at least we don’t have Rambos running around with all the profits at once without any downside, like in CBT.
i was thinking of modifying the backpack to allow the grenades pouches and ammo pouches to be added to the slot in backpack and also allowing a second weapon slot as u wouldn’t be able to carry 2 guns with out a pack of some sort so that way you could choose more ammo , more grenades, or med kits ,and tools to repair allied tanks but you could choose which trooper does what medic, demo guy, heavy gunner etc
grenade = ~3-4 detpacks when it comes to clearing infantry, due to having double the damage radius. Detpacks also have only like 2/3rd the throwing distance of a grenade.
Tanks are not the only targets for det packs - I carry smoke grenades on many of my troops too, for assaulting defences.
Also not everyone is as fantastic as you - I can’t throw grenades that accurately as to always land on the top of the tank - mstly they land beside the tank, and often it can drive away far enough to have no effect - it doesn’t have to go far - looks like about 1 meter is far enough for a miss.
And since det packsdo NOT always kill, the statement that “a 2nd det pack is never necessary” is patently false!