Semi Auto Nerf was biggest unsuggest Fail from Developers, hits mostly Moskau Germans.
BTW-BERLiN i laugh in my 3 Premium Sturmtruppen Russians, all 3 are OPasFuck. + F2P GoldOrderSturmtrupp + Event Sturmtrupp. Allies suffers, nerf FG42 i miss Woody
What get Germans instead? a Nerfd STG and a nerfd GERÄT3
in some way i knew semi auto rate of fire limiter would occur in here… which it did … but i hoped that would be temporary solution unless they introduce more recoil while standing or idk… usmatelist said it nicely how should it look…
im afraid that campaigns might not encounter significant changes other than stalingrad ones since they might given this game to mod community and stop care ? i hope not
Stg 45 looks silly in comparison to AS 44 which is laughable… guess that russian AK will suffer some dmg and recoil nerf over time but not counting on it
Its shame again that Gerat 03 is behind paywall… and that Stg 45 is bundled behind way too expensive pay wall with some goddamned overpowered AK bullshit which i dont want nor need … (because as ive heard in this forum the AS-44 is weapon that everybody wanted but nobody needs it becuase ppsh 41 and avt 40 are buffed enough to be just fine and comfortable so you dont need to think while playing
that Stg45 is actually gun i would like to own and would use it even when maxxed, i just love idea of playing late gerat 06
We did have this in CAT.
Remember how terrible this was?
Current ones is a very arcade movement system. This game used to have a more “realism” movement including shaky camera. Unstoppable movement.
But the jumping… Current perk is really overdone.
Verdun canceled ADS while jumping. Just increase recoil/deviation may help.
But you can try Stalingrad for a improved realism movement system. Someone just arent used to it.
For weapons. I already wanted to limit each type of weapons (especially not mass produced model) each player can have.
Its all about balance between realism and gameplay.
For the first 3 days it was the best campaign in the game. Amazing maps, BAs being the best guns, SMGs and MG while not being the main focus were really fun to use. Remote explosives were epic.
It was just a 10/10 campaign for the first 3 days….
Where nobody had MKBs and AVTs mostly.
After that its a trash campaign that i forgot even exists until now since you reminded me of its existence.
For the first 3 days it felt amazing, a historical (no full auto spam) fresh, with new mechanics campaign.
But now its just spam MKB or AVT to win. They shouldnt have added these guns or kept them as gold orders.
The first few days of Stalingrad and early OBT moscow proved to me that a historically accurate campaign, where full autos dont rule is more fun, interesting and less cancerous than WW2 chaos mod that we have now
i really think they could simply revert the dispersion, give guns realistic fire rates, realistic damage, and make them shoot accurately, but of course heavily nerf reload times, when i say reload times i mean increase the time in between taking off the old magazine and getting a new one, because noone can briefly get one out of their vision and immediatly whip out a different one.
reloads should be realistic and not just slow down the animation like on the ppd/ppsh41 drum mag, or make some stuff sluggish like feeding the belt to the mg42, in a combat situation you wouldnt be taking your sweet ass time about it lol.
Sounds like you want to just play that HLL that everyone keep telling me is better but never why it is? The bolt action is very effective, yes it took a bit of getting use to but in the ancient words of the internet “Git Good”.
Adding soldiers’ inertia and improved physics / animations would already work wonders, without even needing to start rebalancing weapons yet.
One of the reasons why full auto guns are so popular and meta is that they grant a high hit chance DESPITE the target soldier doing zig-zag and up-down like a weightless gnat, which screws over bolt actions and low ROF weapons in general.
This doesn’t mean that soldiers should turn into clumsy overweighted cows, there just have to be a middle ground where momentum is perceptible without being painfully intrusive.
Of course a tweak in players’ movement is a major thing that needs to be tested. Devs are already testing experimental mechanics in a specific campaign (BA in Stalingrad), how about next campaign becomes a testbed for reworked infantry mobility?
I disagree here is why
automatic weapons are not broken they are good in close range combat and that is about it in mid to longer ranges a rifle will be much better at taking out said automatic weapons in Berlin automatic weapons are better because you fight in closer ranges however if you take Normandy, Moscow, and Tunisia this is not the case in these campaigns sniper rifles are much better at defensive plays and supporting attackers because maps are more open.
its not the weapons is where you are playing with said weapons
Since you brought up HLL, I would argue that the whole squad/section system needs rework.
For example make a Rifle Squad the baseline in the progression tree.
Unlock the “roles” in that squad individually as you would now, but limit some of the choices, and move the spawn creation perk from the Engineer to the assault class - which becomes the defacto leader role if its placed into the 1st slot of a team.
For the specialist squads like MG, RO, Engineer, Sniper, AT, FT and Mortar - make them into specialist teams that value add to the base squads. The linear specialist team unlocks remain as they are, and so you want to unlock them to get to the specialist capabilities that these squads offer.
MG could be the HMG team of lets say 1 leader w MP40, 1xMG34 or 42, 1 x K98 assistant, who can build a HMG nest (instead of the Engineer) and thereby increase ROF as per the current emplacement specification - if I use Germany as an example.
Snipers only need to be a pair, the sniper and spotter. You can equip the spotter with a rifle, AR or SMG.
AT will have satchel charges and ATR in the early game and fight in teams of 4 with 2 x AT weapons per team - the gunner and assistant. They can be armed with rifles or carbines as an example.
FT and Mortar can use the same rubrik, two teams of two.
Engineers, can do what they do now, but limit mines only to them. (less MG nests and spawns)
ROs would be FO’s in teams of 3-4 as they are now with 2 ROs per team - their schtick to increase arty ROF remains.
You could then assign realistic weapons to the roles, or as you point out create some unique and specialised squads with unique weapons for a given campaign.