No, it needs to be brought up. Just note that the same people outright opposing it are the same old trolls that oppose anything that could be a counter to spam gameplay. Its best to just ignore them and focus on the responses that actually have useful critique and ideas.
Don’t let them run you off of it. There are those of us that feel the same way as you.
well I mean i want this game more like, f.eg. bring more spotlight to less favoured squad types, maybe you wouldn’t even need to restrict smg/flame if it was reasonable to bring any other squad, it’s far from it rn
i want everything worth bringing, each squads with proper abilities to counter one another
most AT squads sucks at destroying tanks and other unassigned squads perform this better, it’s bizarre how versitale assaulter squad is rn
just put rally close and smg/flame wave rush objectives until they’re captured, this is unacceptable
then you’d have to name devs too bcs it seems like they are agreeing with all this
at least this is what I understand from some of their quotes
I honestly don’t think the one or two that talk frequently on the forums are fully in control of all decisions made, there are other devs too. As long as they are properly doing their jobs and pushing through all the different opinions regarding balancing, especially those that take the time to properly lay it out for them, there shouldn’t be any issues. We as players just have to hope that they are fair and decent about how they go about development from suggestions.
AT squads are in a strange place balance wise, because tanks are in a strange place balance wise. Which in turn is because all character types, including (if not especially) assaulters, are allowed access to explosive packs. A form of ranged AT that is spammable and far too versatile.
I think the #1 thing that needs to be done is to remove explosive packs entirely. I used to suggest limiting them to only AT, but the reality is that they are just too strong on a fundamental level.
There are so many other forms of AT that are underutilized its absolutely ridiculous.
#2 thing that needs to be changed is how fortifications function on the battlefield. I know you guys hear me say this a LOT, however, fortifications main purpose should be to deter squads like assaulters, flamethrowers, and riflemen, and require other squads as a counter. In addition, using tanks as a breakthrough vehicle rather than just artillery would most likely become a lot more common place. Especially when it takes specific counters to stop them.
Point being, more focus needs to be put on squads and their abilities used to counter specific others, rather than continuously catering to the “one size fits all” squads (ie assaulters, flamethrowers, and rlflemen loaded with GL and Grenade pouches).
In invasion, yes because defenders don’t suffer attrition. (dont care about conquest)
In confrontation everyone suffers attrition. So all of a sudden, getting picked off at range matters alot, and capping a whole lot less if you spam throws squads away doing it.
the “all about capping” is another issue itself so it solves nothing, if you’re better off having 3 assaulter squads over anything else clearly game designe went wrong… or it’s intended (money)
I want to have fun.
I take my fun squad.
Some competetive dipshit circles meta equipment.
I have to take my meta equipment to not be in a disadvantage.
I don’t use my fun squad anymore.
I desert because the game lacks basic options and functions that you would expect to find in any game like this.
Currently, matchmaking is a lottery. The ability to select which server you want to connect to, which game mode you wish to play, and which map you wish to play on is not there. It should be.
My experience is that I have been presented with maps and game modes that I just don’t want to play. Sometimes over and over again (e.g. Oasis North, Oasis South, Oasis assault, Oasis conquest, Oasis anything really).
I exit and re-join the lottery until I am presented with a map and game mode I do want to play. Its not uncommon for me to exit 10+ matches (sometimes closer to 20).
This becomes tedious and annoying for me (and possibly others who are playing on the server I exit).
This, of course has nothing to do with the game play (OP flamethrower or anything like that).
Using a small player base is not an excuse for lazy game development. There are websites that suggest the game is played 30,000+ people on a daily basis.
I would suggest that providing these basic functions (in combination with your suggestions) will help to reduce the rate of desertion.
Again, great post. Hopefully some of your ideas will be implemented.
This was not supposed to be an exhaustive list of reasons why people desert / get frustrate, but rather an attempt to tackle some of the more universal points and lower hanging fruits without getting into huge discussions that amount to opinions about fundamental game design philosophy.
I for instance don’t really see automatics as a problem - this is rather a problem of the map design. A lot of the maps are basically cqb-oriented which means they favor assaulters and flamers by definition, withoit even considering that you always fight at the cap. This can be partially resolved by having maps with more medium open distance like some of the moscow maps. Trying to somehow reduce the rotation of assaulters in berlin/ stalingrad makes almost no sense to me. Having said that, it’s not an easy thing to balance as having too open maps will basically make advancing too hard as well.
Anyway, maybe i will also change my mind after the merge when people do 3x flamer squads on constant rotation but right now it’s not an issue for me.
As for the defense issue, i don’t see it the same way (depending on campaign ticket balance) i still think defense is easier, though i play solo so it’s a different experience. Would be happy to try a setup where defense gets advance knowledge of the next point(s) but also maybe tickets of their own - but that’d have to be a new experimental game mode.
“Full auto meta is crap”
“BA are stupid useless crap”
“Flamethrowers spam is crap”
“Grenades spam is crap”
“Mines are crap”
“OP tanks are crap”
“OP planes are crap”
Jeez, God forbid someone actually plays WHATEVER THE (D)UCK HE LIKES after spending MONTHS grinding and unlocking stuff, huh?
But noooo, of course if anyone dares killing me with a weapon class other than my beloved, he’s an uncultured meta sh(u)tter.
Forget the stick, that only stings and isn’t enough of a punishment worthy to change things
Forget carrot, that’s not a reward, a delicious pie or stew is a reward in addition to…
What we need is a Sledge Hammer, smash deserters into smithereens so they either go away permanently or stop doing it, there is no middle ground or space for weakness with this, otherwise it will continue
Also you failed to mention many other reasons why people quit
such as seeing what team mates or what opponents are in the same match, Losing first objective fast, seeing too many human opponents on the other team and knowing they are in premade squads and full tryhard sweatmode players that should really only play against each other in their own high tier matchmaker
you are looking at this from a weak perspective of only clean reasons why people disconnect, there are far more not so clean reasons, some people see a particular individual that is known for building terrible fortifications everywhere and they leave, or they just sit in the aa all game, so they leave, or they know a player only snipes, they leave, or they see a guy known for being suspicious of hacking, so they leave, or they only looking for match where they can farm with tank or plane or they are losing and want winning matches, or the match is a steam roll etc…etc…
I yesterday had several matches of 5, 6 and even 7 players leaving matches form just one team, matches that were reasonably contested and would have been better if the quitters played…Sorry but the carrot won’t do, neither will the Stick, It’s time for the SLEDGEHAMMER
yeah it’s intentional game design, really small objectives perfect for full auto squads, surprisingly haven’t we any low RoF premiums, have we? oh the coincidence. Game design is set up to make money not to be played fairly
with design like this the best strategy is to rush the point with assaulter squads which is exactly what’s wrong with it
i like how hll managed to pull this off, you have stronghold which is just like objective in enlisted but additionally you get to control the area around it, so every other non-assaulter class has its place to help the team, everyone has its place, meanwhile in enlisted if you’re wielding low rof weapon you’re bassicly screwd, you’re either forced to push with bolt or stay away and contribute nothing, bcs killing outside objectives isn’t viable since you can spawn literally street away from objectives anyway
tldr i just expect more from this game rather than press W and shoot around
Again, it wouldn’t be so much of an issue if actual fortifications were able to be put into place. If you look at the map design from a fundamental level, over 80% of the objectives would be a lot more fair if fortifications were able to be effectively used. Full auto squads would still be used but their effectiveness would drop significantly due to the approach. The approach is SUPPOSED to be the contested area, before the actual objective. It’s the medium range in which semi-autos and even bolties have their place. However, due to how quickly the attackers advance, there is no time to prep this area adequately to make the approach difficult. Therefore leading to nothing but CQB fights.
I’m sat here bewildered that people are so upset by full autos. Complaining that assaulters need to be restricted, so then we arrive at the point of what about things like the AVS? You can use it in semi-auto but fire very quickly, are we going to restrict semi-auto guns for balance? What about guns like the FG42? It’s a rifle, but it has full auto, are we going to restrict that too?
What it seems like is people whining they can’t aim properly, and wanting the skill ceiling to be brought to the skill floor, which will kill any notion of a competitive FPS? How would they advertise a bot shooting simulator where you can’t even bring the famous full auto guns like the MP40 or Thompson into a game because some people dislike going close quarters with some of the best CQB guns in the game… Blows my mind…