Using Armor and a weight mechanic to fix the Meta

If that obvious, as for op or a joke different bullets are affected by armor in different ways just like a tank.

Shotgun pellets, pistol or smg rounds, or the intermediate cartridge of a full auto will have less impact on armor than a full rifle round or a machine gun round so no not over or under powered. its not everything or nothing its also the reason why almost no ne uses smg’s in modern combat and the 6…mm ammo is being looked to replace the 5…MM Nato standard the same way it replaced the older 7…MM ammo.

To be simple shotgun will bounce of ammo
smg and pistol will need to hit flesh
assault rifles and carbines will be greatly reduced
while full caliber MG and rifles will almost ignore armor

Armor is not a shield/force field/ energy screen that equally reduces all damage, it is like tanks armor to a lesser extent. heavy large rounds are more effective than smaller rounds
or course mass and speed has an effect but the idea that assault rifle and semi-auto do the same damage when most assault rifles are intermediate rounds is a joke.

so suggestion:

  • make shotguns completely useless (from current relatively useless)
  • make pistols useless
  • heavily nerf smg so people have to aim for unarmored parts
  • nerf AR so they need lot more bullets to kill
  • nerf carbines so they need more bullets to kill
  • MG and SA/SF/BA rifles remain same

cause(sarcasm):

  • every soldier in ww2 was equipped with flak jacket or body armor
  • flak jackets were actually useful in stopping pistol rounds like tokarev
  • carbines somehow have different bullets than rifles (e.g. kar98k)
  • flak jackets were useful in stopping AR rounds

something i could agree with

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ARS are over powered an AR uses a weaker round than a semi-armor rifle
i have given up on shotguns so should you
pistols should be a weapon of last resort
SMG’s are bullet hoses at close range and would still kill people

and you did not read my post i mentioned that only bomber crews really used flak vests this is a mechanic the game left reality long ago or smgs and bolt action rifles would be the most common

mg’s and flame throwers and sniper rifles would be less common and ar’s would be almost unheard of so reality left long ago.

back to flak vests even in Vietnam most people sat on their vests if they brought them at all to counter mines a practice that sometimes continues to the current day.

this is a mechanic also stop ignoring the weight idea that ties it together, take a rifle and not much else and you are a cheetah take a current load out and you are sloth.

again read my lips for the last time i know no one used flak vests in the army they were for bomber crews, the idea is that ars are way op if an ar can down a man a bolt or semi auto rifle should insta kill.

we will not have real loadouts what we really need to fix the game is BR 1-2 BR 3-4 5. but that won’t happen so we have to nerf ar’s which have no balance like
making them inaccurate when firing full auto first bullet sure accurate second third less and less so . my point is simple uptiering means one ting low tier will be stomped by high tier unless the high tier is an idiot.

just play BR1-3 if you find AR OP. you would just switch meta from stg44 to fg42 II…

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you mean BR 1-2 you forgot you can go up or down 2 BR so 3 can fight br 4 and 5
and no i don’t want to be limited to bolt action rifles
that would be like saying you only like 80% of the game so only use 40% of the game

It needs to have a larger impact. Carrying equipment should be the governing factor, not holding an item in your hand. It makes absolutely no sense that someone can carry two machine guns and a knife and as long as he is holding the knife, he can sprint like he’s unencumbered.

I think a starting point is:

  • setting a max weight between your primary and secondary weapons
  • adding Level 5 “conditioning” perk to give additional weight
  • having soldiers incur weight penalties for BOTH their primary and secondary rather than the weapon in hand (switch to knife and you can sprint while carrying two M1919A6s…it’s comically absurd and makes the current mechanic a complete farce)
  • nerfing the crap out of assaulters
  • adding a “Commando” soldier to serve in the current incarnation of the way people seem to want to play. They should be able to create multipurpose forces, but they shouldn’t be able to put together a large squad of them like they currently can do. Move that into a Commando where the player can give them ANYTHING THEY WANT, limit the squad size to a max of 4, and restore balance without actually cutting anything out of the game. Move it to special forces.

Japanese ATR will love it.

I have been thinking the same exact things. I’ve been brainstorming ideas to overhaul class capabilities, squad upgrades, and perks to create a more “diversified” system that doesn’t just make every soldier a super soldier that can do everything because it does feel stale.

Imo different squad engineers having unique constructs like MGs with Heavy MGs is a good start

Some ideas I’ve had (Note these aren’t definitive, just rough ideas I’ve thought)

  • No more backpacks, make it a squad upgrade option. The point is that squad upgrades are more unique and we have to really think about what upgrades we want to choose over others. Like choose a backpack slot or X
  • Assaulter squads (by default) can carry more than 1 grenade
  • in real life the MG was the core of the squad and every soldier carried ammo for it. So make it that the more riflemen an MG squad has the more ammo the MG can carry. The same can go for specialist squads like AT
  • Riflemen were the backbone of every single army, make Riflemen squads have a percent boost to capturing/ defending objectives
  • only AT squads, AT soldiers in other squads, and Engineers can place AT mines (When I play only AT squads use AT mines)
  • only Engineer squads, and Engineers in other squads can place mines
  • or perhaps make mines a squad upgrade choice
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its not just cosmetic.

Again no. SMG & rifle became obsolete after assault rifles as general infantry weapon, both SMG & rifles are still in use in special occasions.

Has nothing to do with the armor. But with the fact that as assault rifles has become shorter and more compact, the 5.56 has lost significant amount of its velocity which is crucial element for 5.56 to work in terminal ballistics as intended.
Current bandage fix for 5.56 is to increase gunpowder to get more velocity out of M4, which is near borderline exeeding cip limits if havent done so already.

Great, like shotguns wasnt useless yet

So instead of aiming to center mass with hidious dispersion I need to go for precise face shots or sponge bullets to legs & arms ?

Quite sure most SA rifles does way over 10dmg, while none AR does over 10dmg.
Fedorov aint AR.

i meant the helmet i know soviet armor gives a minor damage reduction forgot the comma

The current mechanic conflicts with the weight mechanic
for example
If you just need to deactivate the armor plate to get more ammunition
So why unlock the grid and buy a backpack?

yeah backpacks/ammo/grenade need to go in a weight system
the idea is everything has a weight so you have to make choices
do i want extra ammo or a health pack,
or a grenade, or a mine
a weight limit would mean you could spec a fast assaulter with a shotgun or smg
or a slow soldier with a anti tank weapon or mg
or something in between like a rifleman or sniper

I like the current upgrade method and equipment mode
This saves me from spending more time training different squads and extreme configurations

Commandos are able to use automatic weapons
This is already enough

You can get ammunition for the main weapon from the AI

They are just the most basic units
The only advantage is that it is versatile and can use grenade rifles

Limiting tactical equipment is stupid
That would only significantly reduce their number of appearances and would not be able to effectively achieve the expected goals.

the M-16 was lethal because the bullet tumbled thus creating a bigger wound, and velocity at current combat ranges means jack, the 5.6 is already faster than the 7.6 in fact against an unarmored enemy too fast you only need speed to penetrate body armor, and look into the creation of an intermediate round between the two like the 6.5 Grendel

first because BR 3 4 Semi autos are forced to fight br 5 automatic and they are straight up superior meaning when a br5 rifle meets up against a br 3 4 they win unless the br5 suffers a stroke

as for the ar 10 sa 10 + unless that plus is plus 5 it is irelavant in the current meta

a ar can kill or down a soldier with one body shot same as a sa
Ar has nearly the same accuracy and range with more bullets and a greater rate of fire

so sure increase the health of a soldier so sa can down kill a soldier with one body hit and a ar cant
or decrease range or accuracy than it might matter

M16 uses the same 5.56 just like the M4, not much have changed but the barrel lenght.

It actually does, since these problems with 5.56 terminal ballistics were noticed against people without anykind of bodyarmor, if my memore serves right it failed to perform as intended at as short as 80-100m ranges.
Especiatly with M4.
Too slow speed → clean thru penetration.

Not exactly sure what you are after here, 7.62x39 ? Which has been rather obsolete round in FMJ ever since its creation.
Or 7.62x51 nato that is a rifle round rather than intermediate round ?

Wrong again, if my memory serves right to yawn as intended it requires minimum of 2000-2400fts speed on impact.

And im quite sure there is separate “ap” round for 5.56.

Quite sure when 5.56 first saw combat, there wasnt much of body armors.

Quite sure it has nothing to do with body armor piercing, since fair share of 5.56 users havent ever fought againts enemy with widespread bodyarmors.

There should be an effect for the total weight of the gear being worn, that way there is no reason to load yourself up to the tits.

Here we go again with this body ‘armor’ nonsense…
As if the last one wasn’t enough.

There are certainly moments in the heat of battle where my AI squadmates are really pulling their weight and earning their keep. I’ve had many Machine Gunning runs where my AI squad is keeping me well fed for sustained fire

I’m just thinking of new unique mechanics and overhauls that refine squad gameplay and make each squad type feel unique in their capabilities and uses. Like cards in a deck

image

already am :smirk: :shushing_face: