Change for engineer squad: Removing AT field Gun and stationary AA, replacing them with infantry powered "autocannons"

Some people prefer to specialize in assault type roles, while other people choose to specialize in support type roles. Even with multiple extra slots, its unlikely that a single player will have access to all the different structures UNLESS they focus on playing a support type role.

It actually helps to cut down the spam a bit.

Besides, they already added AT field guns to the AT squad. My suggestion would help to fill the niche gap between AA support and light vehicle support, while the AT squad still does what they do best: deal with armored vehicles.

Ok, with my suggestion it provides a structure that is more of an in-between of multiple different functions, without having the maximum potential that the others would. Allowing you to take it instead of the multiple other squads you otherwise would need to!

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i don’t understand what you want to change here? basically make engineer able to build mobile turret that is similar to ‘lower’ caliber tank guns that replace the AA and AT buildables? like that starter tank in moscow campaign?

but the gun can aim upward enough to aim at planes too?

edit: please explain like i am a particulary dull 8 year old :melting_face:

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Doesn’t seem like a fun idea.
Last week you yelled for the flak to be able to shoot horizontally. Next, take away the AT guns and anti-aircraft guns from the engineers and give them big machine guns for anti-infantry.
What you say changes every day. I’m tired of the suggestion spam you do every day. stop spamming suggestions
Please don’t steal and ruin my engineering team’s belongings. And leave the anti-infantry position to the MG team. Why do you want engineers to be higher than them? If you want to shoot infantry, play MG Team.
Alternatively, we recommend playing a tower defense game.

You said in another thread: Let’s find a middle ground between the games you and I want to play. This is a big mistake.
I don’t want to play the game you thought, but I’m playing Enlisted made by Darkflow because I’m attracted to it. Why should I look for a compromise with you? Please don’t spoil my favorite game.

Now I need two squad for AA and At instead of 1.

What spam?

Dev plan to add bigger at gun to at squad, the current at gun in at squad is just a stopgap measure for at squad.

No, the thing you suggested is just an aa gun that can fire ap shell. Only effective on vehicle with bad armor.

i rather want engineer squad automatically granting the engineer in it more material to build, oh, and able to stack sandbag to create the ultimate sandbag tower (it’s only 2 stack height :v: )

i think the ability to build a siginificantly more stuff with an actual dedicated engineer squad would be extremely helpful. no more i have to pick between spamming fortification, or a rally and some fortification.

edit: the sandbag stacking is there to fully cover up a window and similar holes. will probably lead to more explosive pack spam tho.

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Just for interest. Anyone familar with the supply method? (Squad, postscriptim, hll)

Engineers putting down supplies to be used by other squads to build whatever in a radius, while still been the main builders themselves

I really enjoyed my role as logi squad leader

@SexyTent had the idea of Logi vehicles. Id love this mechanic to come in. Was so satisfying being a logi squad without being part of much of the fighting

Maybe the Elite upgrade for the engineer squad, could be this. Adding a small logi vehicle that would be REQUIRED to have enough supplies to build some of the heavier defences. Zipping around on a Kettenkrad to bring supplies lol

Logi vehicles

Engineers that can drop off Bulk Pooled Supplies to be used by team. Could force synergy/team play between squads

Would be great in confrontation, Invasion would need adjustments.

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i agree with you No need to take anything away from engineers.
It would be fun to be able to selectively build more types of buildings.

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So, one of the issues regarding engineers as support/ artillery presence is that currently you have to build a field gun, and AA nest at the bare minimum to be able to support your friendly troops in a fight while still being able to give AA support. Often times by the time you hear a plane coming in, jump off the field gun, jump on the AA, and spin around to the target, you’ve already missed your window of when the AA is most effective.
In addition, if you are sitting back trying to support your team with AA fire, you almost HAVE to be in the back of the map as its stationary and extremely susceptible to various types of enemy fire. Using a field gun in addition is really the only way to set up to help both troops on and near objective, while still being able to support with AA cover.

My suggestion removes the necessity to move between “artillery” fortifications, in order to stay effective, but at the cost of not being able to take out tanks as easily. (With good aim you would still be able to use the AP rounds to damage or incapacitate tanks, just not as likely to outright kill them. You can still destroy their barrel, tracks, and put shots through areas with thin armor.)

It has pros and cons like any structure should have.

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  1. That’s on its own post and has nothing to do with this thread.
  2. I really don’t think that vehicles playing a part in engineers having enough supplies is a good idea. If more supplies are needed for something, bring additional engineers. You can fit up to 6 of them on an engineer squad.

1: I intitially responded to your idea then went down the rabbit hole of ideas that could work in tandem. I gave link to other thread to carry on.

2: the logi vehicle supply idea was for bigger stuff like 88s, alligator teeth and pillboxes. Seperate from what current engies can carry (lots more supplies needed to construct)

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I disagree because I think at the very least Engineers should be general purpose. They should have the basic AT and AA guns. On a different note I’ve thought it would be cool if they had every single construct instead of squads specializing, but that’s more of a pipe dream in the game’s current state/ meta

Honestly I think maybe they should bring this back. AA vehicles can attack infantry, so they might as well return this feature to the original AA guns. I find using them against ground targets is situational. Will some players use them against infantry all the time, yeah, but at the same time if the enemy has really good air support I know I’d focus more on them. It depends on the situation. It also adds another element to gameplay. Sure the AA gun would be great for attacking infantry but you’re stationary and become a huge target

In the game’s current meta, they could add Heavy AT guns and Heavy AA guns to the AT squads. Heavy AA guns can duel purpose as AT guns, like they did during the war, but they lack the protection of Heavy AT guns. Maybe in the upgrade tree for the Squad you have to pick one or the other

I do think this is a an interesting idea but it kind of overlaps with the Heavy Machine Guns. There’s also how not every faction may have an applicable variant. But still a very interesting idea that could be fleshed out

Overall maybe they should just allow AA guns to target the ground again.

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I just want bigger and better sandbag, maybe a big big sanbag whit a window

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images

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scalino_per_librerie_provenzale_2
We need “this” also, would be very cool to build a little step to be able to peek out of high window or Wall and shoot enemy

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A new class should be introduced, carpenter at arms.

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No more cap-point in the open, we’ll build houses on them

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You can ask fore more slots.

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sounds complicated for the player to learn again. i think. let’s give more job to the dev instead, and make you able to order soldier to control the guns and actually aim and shoot with them :laughing:

The suggestion I am making WOULD make them more general purpose. It wouldn’t be AS easy to take out tanks, but a 20mm AP shell will still penetrate thin armor such as around viewports and MG ports. Not to mention able to take out the tracks and barrel of a tank. Just because it doesn’t instantly make it go boom, doesn’t mean its not effective against them.

I’m not disagreeing about bringing in heavier AT structures, however, with that said, I think the Field guns need to stay on the AT squad.
Meanwhile, the autocannons, what is currently the “AA” needs to be on the engineers. Engineer 1s should have access to the current sized autocannons and the existing MG nest. Meanwhile, the Engineer 2s should get access to heavier autocannons and an MG nest with a window of sandbags around it.

The whole point is that it functions as an inbetween of several applications, while being the best at none of them (with the exception of AA, which is as it should be).
Look at it in reverse:
the HMG overlaps with AT and AA. It CAN shoot down planes, and it CAN destroy tanks. However, is it the best option for either of those uses? No. Its BEST against infantry, but it CAN overlap with other roles with less efficiency.

Try to keep the discussion on topic please.