For the more specialist squads Riflemen basically act as your extra lives. If your MG or Sniper dies, you pick up their weapons as a Rifleman and continue the fight. In a way this is similar to real life as many weapons were crew served by a whole team, like each soldier carrying a piece of the cumbersome mortar to assemble it in battle, or each MG team having a gunner and an assistant. While the game may not be as complicated, in a way it’s still simulated as each squad is basically a team.
I think AT (definitely regardless), Flamethrowers and Mortars should drop their gadget upon death. This would allow your AI squadmates to pick up the gadget and continue the fight, as well as giving the enemy an opportunity to pick them up as well. I’m sure there have been many times where we have killed an enemy AT soldier and thought to ourselves “Man I wish I could pick that up!”
Theoretically Engineer, Radio, and Medic could also drop their gadget; I just named AT, Flamethrower, and Mortar because their gadgets are explicitly combat weapons
Not so sure on this. It could lead to spamming/abuse, which would only lead to exploitation and trolling.
Squads are squads. It seems unnecessary to meta them any further.
Just my tuppence, though.
5 Likes
many of those are limited for a reason flamethrowers and radiomen for example
This may not be the solve all and all solution but perhaps dropping the last equipped weapon. That could still be considered broken to some, I could see a wide variety of issues with this system but maybe there’s something somebody else can think of that I can’t to make it work.
I think soldiers should drop the weapon that is equipped. It only makes sense, because a holstered weapon would be too hard to take away from a dead body.
Maybe with the exception of flamethrower however since they have a whole fuel jug
I would prefer that my AI actually assist in matters like MGs and Mortars than they just drop it on death.
3 Likes
Honestly I don’t see how dropping gadgets can be broken or OP in any sort of way whatsoever. It’s no different than picking up an M2 Carbine off an enemy
example radiomen and flamethrower’s are limited to two in a squad that is also limited to five men, the m2 can involve up to eighteen weapons in a nine-man infantry squad,
why because they are powerful weapons if you really can’t see why they are limited ?
My point with the M2 was that it is a strong weapon and yet we are able to freely pick it up off the bodies of our enemy, therefore its not that much of a difference if we’re able to pick up the odd flamethrower or AT gadget
When you die at best your gadget will be picked up by your remaining squad, or at least a teammate, and of coarse the chance an enemy gets a hold of it.
i’d love to get special weapons dropped.
it could lead to exploitation to pvp,
but it’s absolutely needed over mods with those historical / fixed loadouts that certain mod has.
at least, imo.
like, even if you make a guy with a pistol and AT, the at still won’t be dropped.
it should drop over mods. like, give us a node that we can put and will change the rules.
for example, how much the items stay on the ground. which object should dropped etc.
Also how long bodies stay on the ground. For more realistic mods
usually, the least is better in term of performance.
so, if you are running on squads gamemode, 30/40 seconds ( which 30 is default )
but if you are running on lone fighter, you can extend that timer up to 60 or even 120.
it’s up to you and what you are planning.
it goes without saying, currently because of being utterly not so optimized,
custom mission + custom profiles + long timer on dead bodies, you’d be in a hella of a shit show between massive desync within server ( or just lag. can’t really say who between the two ) alongside massive performance issue in term of fps…
sit down and i will explain counterplay, counterplay is the ability of of one player being able to kill another player
if both players have the M2 that means if player 1 can hit player 2 he can be hit by player 2
but if player 1 has a flame thrower he can hit player 2 through walls, stagger player 2 or hit him under continuous fire,
the second problem is blind fire and area of effect, flamethrower and artillery can be blind fired
that means without seeing the enemy, over an area of effect that means a large area
an M2 cannot either be effectively blind fire or used over an area of effect so no they are not the same