Crew-served weapons

Please no to the food debuffs. This aint an RPG. Other than that it sounded like a decent suggestion when i skimmed it.

1 Like

But you are ok with gulasch patrone?

Ps.
This whole “gulashkanone” is joke.

i like the idea, but dont really find any reason to add asistants to the mmg/lmg/AT(rifle) soldiers.

I said that they are useless.

Why? Reload time, jam removal time, more ammo those are some really good benefits.
And how would MMG without guy carrying mount work?

I really like the idea of assistants for gunners and i fully agree on streamlining it so that theyre just troopers instead of an extra class.

Tripods are also something id love, but id say have the tripods be an engineer exclusive construction; it would better represent the extra crewman needed to carry the tripod on top of everything else and it also means that its placement as a static position can be worked into an engineers fortifications more organically (like the MG nest used to). It also eliminates the need for another bit of kit the bots will just loose along the way.

Then it would have to be with mounted MG from the get go. Otherwise you would have to have gunner in your engineer squad, or you would have only useless steel pipes that do nothing on their own.

Well yeah, the tripod as an equipable item for deployment would be equally useless if you didn’t have a gunner in the squad wouldn’t it?

The way I see it there’s nothing wrong with bundling it in as something extra the engineer can do, them having synergy with a gunner crew is a bonus not a negative. Its situational yes, but couldnt you say the same for hedgehogs? ammo crates? Its there if you have a gunner crew that needs it, if not he can always go build something else. If youre worried about it cluttering up the build menu have it hidden when a gunner isnt in the squad, AT and AA guns are already conditional structures so the game could support it.

Well, as MG nest was pernamently removed then it may be a solution.

Ammo crates are never situational. Ammo is always needed :upside_down_face:

I was referring more to placing them somewhere people will actually find and use them, nonetheless very true lol

I would love a dedicated crew-served weapon squad. Kind of like a slightly weaker vehicle squad that uses an infantry slot. Could potentially replace the current mortar squad in the game if a mortar is added as a crew-served weapon.

I like the ideas you’ve mentioned above. I have no idea how it would be in terms of balance, but I leave that up to the devs to figure out. In general, the idea of these weapons becoming crew served is great. It would add complexity, detail and realism to the game.

1 Like

Fully support, signing the petition!

I think this is an extremely important issue. Just have them pose behind the cannon. As long as we don’t have squad members starting strange dances around the cannon, that’s all we need!

2 Likes

This topic gets my support, provided that it’s true that different soldiers can operate the AA guns at different speeds. If that AA gun is basically stuck to a fixed speed, that there’s a speed it can go at and cannot go faster, then if it’s already at that maximum speed in the game then bots should not be able to make it go faster. Or, if it’s operated by hand and more people or bigger/stronger people can operate it faster than one person alone or than smaller/weaker people, then yeah, adding bots to the other seats for smoother operation sounds dope.

1 Like

As far as I know, these AA guns were mostly hand (or pedal) cranked for traverse and elevation, so it should be okay to have bots operate it, and have it go faster with a larger crew.

If so. I simply think it’s important to keep realism in mind. It IS a cool concept, don’t get me wrong, but if it goes against reality then I tend to shy away from it, even if it’d technically make the game more fun.

They were crew served weapons for sure, so making the entire squad operate it, would not go against realism. However, I don’t exactly know what was the role of each crew member, and who was in charge of operating traverse and elevatio (the gunner or osomeone else). Reloading was performed by other members of the crew for sure.

The reloading element definitely sounds like a place where things can be quickened via the addition of other squad members, and further quickened with certain perks. If research can be done on the matter to figure out the limitations of how fast the machine can usually function and to what degree it’s based on the strength/skill of the crew, then this would be a fun one to implement.

In my opinion it would require too much effort. It’s a game, not a simulation, so it can and should have certain simplifications.
Splitting the gun performance improvements to crew upgrades and upgrades of the gun itself should be enough. Values of certain upgrades should be based on the balance instead of some kind of speculations over human performance (unless you are able to make scientific experiment on that matter but I doubt you own Flak 38).

I indeed don’t own a Flak 38, unfortunately. Just that howitzer in the backyard that I occasionally modify to make it a slide for the youngsters. That’s a joke, obviously, and also unfortunately. Anyhow, agree to disagree. From a very early age I’ve desired realism in games and it carries on into my adulthood, for instance I loved that sprinting drained your fatigue in The Elder Scrolls III: Morrowind but that they got rid of it in Oblivion, and on top of that, I wanted a hunger/third/sleep element included too ever since Morrowind. Well now I have Oblivion and I have mods that not just the slow running in the game but sprinting that drains even more fatigue, and there’s hunger/thirst/tiredness. I digress, like I said, to each their own. I find that the degree to which I can really enjoy and get invested in a game is quite linear with the degree to which they remain faithful to reality. Minecraft is still dope, though. Cheers!

1 Like