Trenching is an element in the game that CAN make a big difference, both for offense and defense. Unfortunately however, it feels like this mechanic has never been fully implemented/ finished.
Depth. Only the Normandy campaign allows for trenches deep enough to really make a difference. Most of the other campaigns you literally have to go prone and crawl through. Even if you are crouched you usually get your head taken off. All maps across all campaigns should allow for deep trenching.
Flattening and filling. I bring these up as there are 2 things that I see far too often when trenching: Not being able to place something because the angle is very odd despite appearing pretty flat, and people digging trenches as a form of AT rather than Czech Hedgehogs and mines.
I think adding functions to both smooth terrain and fill in holes is very needed. If its used while in the hole it would flatten out that area within. However if its used from ground level, it will fill in the holes. This prevents blocking off Tanks with absolutely not way to counter it.
Applicable perks- While melee swing speed effects dig speed a little bit, I think that the perk should be edited to give shovels an even faster swing speed. In addition, another combat, or vitality perk should be introduced that simply allows the swing of the shovel to dig an area twice as wide, allowing to dig wider trenches quicker.
Average pit that can take 9 soldier takes average 1 minute to dig
Lets make it 30 second per engineer and 1 minute per other classes .
Rather than digging all way long we need to have total trench digging option.
It will change gameplay drastically
My favoriute landsacpe are the ones ehich pummeled by bombings and artillery.
Because it creates tons of craters to use as cover
I think this ties in to seomthing Iāve suggested a lot here, and thatās defenders being aware of their fallback points where applicable (you might as well have every point visible on the map from the get go). That way some players can prepare defences for points other than the cap, and enjoy the freedom to do so without being under direct fire.
This could have the draw back of luring players away from the current point, but there is opportunity for players to be aware of this and not get sucked in, and especially in the case of the game mode that goes back and forth, the dynamic does change throughout the battle.
For me there is honestly a lot of different parts to it. I main engineers, as it seems like the teams that I get put on are always the bottom of the barrel players. I have to play out of my mind, 3 steps ahead, at all times.
Fox holes for cover
Trenches to move between rally point and objective with minimal loss to troops
Trenched slots for barbwire, as its the ONLY way to protect it at all from explosive damage (I do my best to place it out in the approach to the objective so that my teammates have room to work around the objective to a certain degree.)
To roughly fortify awkward flank positions if i have teammates that donāt mind sitting in it. (I really wish they would bring in a covering top that you could put on dug out trenches to better protect from explosions, grenades, etc.)
I want the option to order my squad to start digging trench and fox hole. Make them smart enough to get in trench instead of being just around it. Right now the best way to get them in is to order them to stay there, and then i dig at their feet.
Yeah, AI definitely need to be changed to prioritize moving through trenches. I know the ones that are built into the map already are usually prioritized, but player made ones should be too, if not moreso.
These are very useful,but there is another problem, that is, digging is too slow, so some changes are needed to adapt to the rhythm of the game.[quote=āęč§, post:12, topic:107827, full:trueā]
These are very useful,but there is another problem, that is, digging is too slow, so some changes are needed to adapt to the rhythm of the game.