I know its a long post, but please read ALL of it before passing judgement on the suggestion!
A lot of us can agree that currently, Defense is ridiculously difficult to play in a way that is strategic. It has mostly boiled down to needing to play offense against attackers just to have a chance.
A large contributing factor to this is that fortifications become too easy to bypass (on top of barely having a chance to put them up to begin with, unless you pull back from the front line and try to set up in advance).
Between Artillery, Aircraft bombs and rockets, and Tanks alone, all fortifications other than Czech Hedgehogs get annihilated. That’s bad enough.
Now the part that is the issue is that it requires engineers to build the fortifications, but ANY type of soldier is free to break them down at ultimately no cost (time does not count as it took time to build it too!), and without any special tools.
My suggestion includes multiple parts that all need to be applied to make the intended difference.
- Step 1
Make fortifications either immune or highly resistant to fragmentation damage. Large direct blasts or tools should be needed to break through fortifications.
- Step 2
Make “Deconstruction” of fortifications only available to Engineers or Soldiers carrying Toolkit Consumables.
The new tank repair system already works with a similar system of “charges” per toolkit. Each toolkit has 8 charges which can be used to repair the vehicle, so using it in the capacity if breaking fortifications could be similar.
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- Essentially each toolkit would have 8 charges to break down fortifications. Some fortifications would take more than others to break down in this manner.
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- Barbwire = 1 charge
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- Ammo boxes = 1 charge
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- Sandbag walls = 2 charges
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- Czech Hedgehogs = 4 charges
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- AT field guns, AA, and HMG = 8 charges
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- Step 3
While deconstructing fortifications is an option, you can still use TNT to blast through! Additionally, Bangalore Torpedos should be added as a mine slot.
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- Using this mine would place a tube on the ground, in the direction you are facing. Its reach would be about 4m each piece.*
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- Additional Bangalore tubes from additional characters could be added to the original to give it more reach. This can even be done while around a corner or in a trench (with the tube on the ground above).
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- Upon reaching the desired length, the player can then use the explosive to clear away fortifications at the other end.
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- Just like other mines, the tube will not be destroyed upon death. It will only disappear when used or otherwise destroyed by enemy players.
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- Step 4
Certain restrictions would be implemented for fortifications. in order to avoid spam or exploits.
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- Czech Hedgehogs would not be allowed indoors
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- Excessive barbwire piled together (to many within x distance of each other) would not be allowed, in order to prevent massive piles of wire INSIDE of objectives.
Potential Results that could be seen from these changes.
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Defenders having a chance to actually build meaningful fortifications from which to defend is the most obvious result.
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Needing certain items or characters to deal with fortifications will help to deter players from “one man army” type moments, especially when it comes to flamethrowers. No longer would they be able to push through as easily by themselves, making players need to play more strategically to move them into a viable position.
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By requiring a toolkit, it will cause more players to equip the backpacks so they can have both the toolkit AND medkit(s). By doing so, it helps to reduce the spam of grenade pouches, helping to bring better balance between the 3 backpack/pouches options.
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By putting more emphasis into the usage of TNT (and Bangalore Torpedos if they are added), less people will be carrying AP mines. Which has been a cause for concern for many people as discussed on the forums.
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By reducing or negating the damage done by fragmentation damage, not only are the fortifications more durable, but they will also help to better protect against explosions that would have otherwise killed them easily, providing defense against explosions unless direct hit. This includes things like artillery, aircraft, and tanks.
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By increasing their effectiveness against tank shells, it will be less effective for tanks to sit back and continuously shell an area, meaning a reduced effectiveness for tanks just sitting back in the greyzone.
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By being harder to push through, tactics that have currently fallen by the wayside could see a resurgence, things like digging foxholes and trenches, and using smoke.
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If toolkits are present in a character’s inventory, they are can still use that toolkit to assist in the repair of friendly tanks (which actually gives a lot of points), making it potentially more worthwhile for tanks and infantry to work together to push the objective.
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Tanks can still break through the fortifications upon contact, so if adequate points are given to tanks for breaking enemy fortifications, they are more likely to help push through the defenses, getting them to leave the back of the map.
Feel free to link this post when discussing balance changes for defenders!
@Greyparrots , @VoyoMayPL , @Lisqs , @ErikaKalkbrenner , @EdVanSchleck , you guys have been pretty decent about being able hold good conversations about balance of things like this. I’m curious to hear your thoughts on it.