Maybe this will give a just a little more encouragement for people who don’t really use engineers to build more
fortifications / rally points.
I have better idea:
Add build rally point order for my AI engineer.
yes, we need both features. wasting 12 or 8 sec on building a rally when you instead could click on a soldier to finish it after placing it would improve the whole mechanic by ALOT.
the game needs to cycle automatically to the next soldier in order then.
I agree this needs to be on the score-board. Additionally, simply changing the order of the things on the scoreboard would definitely help as well.
By having kills as the first thing on the scoreboard, its what many people identify as the “most important thing”.
If kills were instead second from the end, next to deaths, the focus on them would be considerably less. It would lead to people focusing more heavily on capturing and fighting for objectives, rather than focusing on how to get the most kills.
Likewise, if “Rally assists” (Specifically the number of people that have spawned on your rally points, rather than just rally points built which would be very exploitable), were high on the list, many more people would focus on doing THAT.
Kill are the most important things in the game. Without killing the enemy you can’t do nothing, so indeed they are.
They just need to add rally point builded and ally spawned on them in the statistic
Kills by themselves are NOT the most important.
Kills on or from OBJECTIVE are important, as is taking and holding the objective.
By making kills as a whole the most important thing on the list, it entices more players to sit back and farm kills, rather than playing the objective.
Even, hopefully, the number of spawning pools built \ the number of times a teammate has used a spawning pool built by that player can be actively displayed by the player to other players, or allow other players to view my data.
But, this proposal has been repeatedly submitted for many years.
Maybe some people are afraid of it, they are afraid of being shown that their win rate, kills, and even resurrection point building stats are very low.
As in open the map and pick a spot for him to go and do the job ?
Hmmm… why not…
I was thinking about the pie menu. The one with formation etc.
Give order, look at a spot, press X and AI builds.
I would like if they removed the thing of “merging” two rally points built “close” to each other, sometimes it is the difference between spawning in the open or on cover or spawning in a attic or on the ground floor.
Specially in Tunisia had someone built a rally point that merged with mine being that mine was on the tunnels already and his was 20 meters up with a 120 meters walk to the entrance of the tunnel or jumping down the hole.
also add a counter of “uses” that the rally has left for the player who built it, since although I usually have the counter of the uses quite tight in my head, sometimes the rally just falls apart and although it warns you not always it is possible during the chaos of the battle to read it
is already a stat, second do rally points have a limited number of uses before there destroyed
Simply add a folding menu to differentiate between spawning pools in the same vertical position in different horizontal positions.
But who let some people, who don’t care.
Honestly, I think the best solution for this is if you start as the engineer, place the outline, squad order to build it, and switch characters, the engineer will stay and continue to build it.
How is this superior to my idea?
You just add 2 unnecessary steps.
Because I get the distinct feeling that by adding the extra commands you suggesting, there will be a whole mess of unintended bugs and things not working correctly due to a new function.
Whereas what I suggested is already a thing, but removes the one limitation of requiring additional engineers in the squad.
Both arrive at the same finished product in theory, its really just a question of how buggy the implementation would be.