DF Content Update Review: Always Half-Done, Lazy Nerfs & Abandoned Mechanics

  1. Medic System Left Unfinished

During the map merge period, DF even asked players for feedback and claimed they would buff and rework medics.
In the end, they just dropped the plan entirely. Old medic squads are still stuck at 4-man setup, and the planned upgrade to standard 6-man advanced squads was permanently shelved with zero follow-up.
Medics were originally supposed to be a core unit for team passive healing, but now they’ve become nothing more than a noob filler unit for early BR progression. A vital support role was completely wasted, with zero real iteration or improvement.

  1. Rocket Mechanic — Overhyped, Half-Baked, Then Abandoned

It was heavily promoted at first, advertised as tank-busting rocket strikes meant to reduce infantry reliance on airstrikes, letting them take out heavy armor without always calling planes or using their own tanks.
Players had plenty of reasonable ideas:use angled rocket fire to clear enemies hiding inside fortified buildings in Stalingrad, Berlin Central Station, or the Music Hall — targets regular cannons can’t penetrate. Each nation could’ve had unique rocket payloads to create proper faction-specific strike styles.
The final implementation was a letdown. Rocket vehicle fire rate is painfully slow, and its anti-infantry damage is even worse than the BM-38-24. Any half-competent player can easily dodge it. DF only lazily released premium messenger units for Germany and USSR, plus limited marathon rocket squads for all four nations — then abandoned the entire system forever.
So much wasted potential. Players suggested naval artillery support for Normandy and Pacific maps, plus rocket strafing runs from aircraft. Historically US ship-mounted rockets and Japanese large-caliber mortars could’ve all been expanded into alternative artillery options. Yet DF ignored all this and threw the whole branch away.

  1. APC & Motorcycle Vehicles — Ruined Balance, Poor Design

The introduction of APCs completely killed off motorcycle riders. Bikes were already weak for lone-wolf gameplay, and APCs rendered them obsolete overnight.
APCs can revive teammates inside and carry up to 7 players, outclassing motorcycles in every practical way.
Motorcycles are full of flaws:terrible traction, wobbling wildly over small bumps and nearly undrivable. Defense is paper-thin, barely usable only in low BR tiers and completely irrelevant at higher ranks. Later they lazily added machine-gun bikes and useless anti-tank rifle bikes just for filler content.
Map design contradicts vehicle logic. Many old maps are small with rough mountain roads that even regular tanks struggle to climb. The idea of using motorcycles for guerrilla tactics is totally unrealistic and poorly thought out.

  1. Flamethrowers & Rifle Grenades — Lazy Mass Nerfs Instead of Proper Limits

Flamethrowers

When they became overpowered, DF took the laziest route: instead of limiting the number of flamethrower squads per match like they do with tanks, they just slashed movement speed, ruining the class forever. Suppression effect is now worthless, and AI can easily rush and take flamethrowers down.
Worst of all — predatory business practice. Right before map merge, they discounted premium Tunisian flamethrower squads, only to nerf them hard half a month later. Plain false advertising and ripping off paying players.
They could’ve simply capped how many flamethrower squads can be active in one match, but they chose the lazy one-size-fits-all nerf instead.

Rifle Grenades & Impact Grenades

A full 9-man squad could all carry rifle grenades, effectively giving the team the equivalent of 27 instant-detonation explosives. It became brainless overpowered meta with no need for actual tactics.
Instead of setting reasonable limits — such as only 4 rifle grenade launchers per 9-man squad, or one impact grenade per player — DF nerfed everything harshly, killing all tactical variety in the process.

Current State

Urban assaults have devolved into mindless attrition fights. Flamethrowers, rifle grenades, and explosive gadgets are all dead and rarely used anymore.

  1. Incendiary Mechanics — Great Concept, Quickly Abandoned

Incendiary content first appeared in a marathon event: aircraft could drop fuel tanks to create fire zones. Yet the burning area was tiny (only around 6 square meters), dam

  1. Premium Squads & Mortar Units — Pointless Overpriced Mediocrity

The BR4 premium mortar squad is a joke — like selling ice cream in winter. BR4 is already a harsh meta, and almost no one would waste money on such an underwhelming unit.
Rifle grenade and mortar squads are fundamentally flawed. Proper mortar play needs spotter binoculars to mark targets for AI bombardment, yet DF never added this basic feature. The mechanic is overly complicated and rarely seen in actual matches.
The dev team acts arrogant, assuming players will buy any new premium content no matter how poorly designed it is, completely ignoring real battlefield balance.
Faction bias is obvious. Premium units for other nations at least have viable strength. USSR barely has anything good besides paratroopers and APCs. They even dare to sell poorly designed units like the SU-76, which is inferior to German Wespe analogs.

  1. Engineer Emplacements — Awkward Design, Refusing Simple Low-Profile Fixes

The current heavy machine gun emplacement system is clunky and impractical. It forces huge sandbag structures that take up massive space, making it impossible to set up in most windows or tight chokepoints.
Both community mods and DF’s own April Fool events already featured low-profile simple sandbag emplacements — compact, no bulky wooden barriers, perfect for window firing. Yet DF refuses to implement this proper layout. The forced bulky sandbag placement ruins gun depression angles, making emplacements useless in most cover positions.
Community mods already have perfect low-profile machine gun nests that fit naturally on stone walls and open ground. DF keeps hiding this proven design and never adds it to regular engineer build options.
Existing machine gun emplacements also had their bullet spread secretly nerfed, now spraying wildly like submachine guns. They offer no stable firing platform and get easily picked off by snipers, making emplacement warfare pointless.

  1. Overall Conclusion

DF has three critical recurring problems:

  1. Countless new mechanics and ideas are always developed halfway then abandoned — rocket strikes, incendiary support, air/naval fire support, vehicle balance expansions all left unfinished.
  2. Instead of balanced quantity limits for overpowered units and gadgets, they always resort to lazy blanket nerfs, destroying tactical variety and fun gameplay.
  3. They ignore valid player feedback and high-quality community mod designs, sticking to arrogant closed-door development. Maps, vehicles, classes, and field emplacements never get proper polish. Major storyline progress and gameplay innovation have completely stagnated, wasting long-term player goodwill.
7 Likes

How many people still remember these old stories now? Whenever I feel disappointed with DF, those old memories keep coming back to my mind, leaving me full of regret. Could someone like me really be called an enemy of the game?

Oh, and they still haven’t updated the new nine-man squad mechanic with AT and Engineer roles.

How much do you still remember about what happened with DF in the past?
  • Every detail is fresh in my memory.
  • I don’t know, never heard of it, can’t remember anything.
  • It has nothing to do with me.
0 voters
1 Like

Take the Saboteur incident for instance. When the in-circle vote and public opinion didn’t go their way, they went outside the community to bring in backup. They rounded up a bunch of random outsiders and asked if they wanted to get involved.

If you look at the whole thing plainly, the whole approach is ridiculous.

They couldn’t win the internal vote and public debate within the community, so they went outside to recruit random people just to stack numbers. They let a group of outsiders who know nothing about game mechanics or match tactics take part in the decision, completely ignoring gameplay balance, factual data, and the real combat experience of veteran players.

Simply put: they don’t rely on reasoning, data, or actual in-game experience. Instead, they drag in outsiders to flood the vote and sway the result on purpose, deliberately ignoring the voices of genuine knowledgeable players. This shows no respect for game mechanics, nor for the community environment of veteran players.

To sum it up clearly: this is not legitimate community discussion at all. It’s just unfair vote manipulation and outside group colluding to rig the outcome, completely detached from any objective evaluation of the game itself.

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i say the greatest nerf was the removing of stacking sandbag. That was the greatest thing i have ever done and it open up some way for me to play. Now i just use sandbag as cover instead of “light wall”.

Used to build some pretty decent HMG nest with that technique but now i dont bother.

7 Likes

There are many many things beneficial to the game that could be added, many I’ve suggested, but the devs work at a snail’s pace and these ideas just end up collecting dust on the shelf forgotten

3 Likes

Oh! That was way before I started playing. You’re absolutely right. Sandbags really should be stackable, forming proper walls that can actually shield soldiers.

Not like now, where they only cover up to the neck. Especially since the AI doesn’t take cover from bullets at all.

Maybe we should put this up for another vote?

In Tactical Squad, stacking sandbags all the way up like the Tower of Babel is basically a classic game feature already!


【【SQUAD/战术小队】沉浸式修巴别塔-哔哩哔哩】 https://b23.tv/fekHn6A

I once really wished this game would let players build fortresses out of nowhere too.


【土 木 工 程 招 生 视 频-哔哩哔哩】 https://b23.tv/9tlaieA

DF gave them such ridiculous durability values.
Players can’t even build fortifications anywhere near the standard of DF’s map-designed structures.
One artillery strike or tank push, and everything gets wiped instantly, plus we can’t replicate those official emplacements at all.

3 Likes

I dont remember why they remove it tbh since it been like year so sure. Personally i think it a pretty interesting mechanic that test your creativity in a way since i used them to climb up Berlin bridge to kill enemy before.

Pretty fun time.

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I really miss those days now, thanks for reminding me. I feel like I still have loads of suggestion threads left to post. Apart from these topics, there shouldn’t be any pointless new stuff to waste time on.

I’m not sure what threads I should make next.
Maybe reworking the unique traits of machine guns across all four nations; or letting us place heavy machine guns at convenient window positions without needing sandbags.
Another idea: add reinforced emplacement spots in Normandy at those knee-high spots where you currently can’t set up weapons—like the metal railings on second-floor building windows in Normandy that look like flower racks.

Or I could suggest expanding the variety of Soviet anti-infantry mines, or adjusting AI follow speed, and so on.
I have so many things I want to bring up, yet I forget them just as quickly.

1 Like

ok i search up some old topic about sandbag stacking. Apparently people abuse them by building AA gun on sandbag tower which i find funny tbh. Sadly it seem many didnt like that. Sad but i do hope dev can somehow re-add sandbag stack but maybe with a limit.

Like just an additional sandbag on top could work imo. (main one and 1 on top)

翻译(游戏口语吐槽语气,贴合原意)

I bet back then the German quadruple anti-aircraft gun was still in the game. That thing was absolutely terrifying.

But I’m thinking, if tanks can already shoot them down, why get so worked up and overreact just over this small thing, trying to nerf it hard?

And now the anti-aircraft guns need a huge flat area just to be placed at all.

Oh right, I’ve got another complaint to add. Why on earth can’t we sprint while using the shovel?
Not only that, I can’t even order AI teammates to dig alongside me to share the workload.

I spent five minutes digging on a slope, only to end up with a flat spot that still isn’t even usable for placing anti-aircraft guns.

You are right to criticize.

  1. Medics won’t be useful until they are able to revive.

  2. Rocket arty is a mostly a gimmick. It’s not even properly zeroed on some maps and maybe has a 10% chance to kill tanks/APCs.

  3. APCs but mostly motorcycles would see their usefulness increase if the maps were much bigger.

  4. Spot on, rifle grenades probably didn’t need a nerf. Just a limit per squad.

  5. Fire just needs a total rework.

  6. Weird choices are definitely made when it comes to the efficiency of premiums. Some things are straight up pay to win while others are pay to suck.

  7. Emplacements need a total rework and probably its own tech tree. Seeing an efficiency spike in emplacements would see a higher use for mortars.

  8. I think your observations of the 3 main issues are accurate. Hopefully they ignore the third and actually listen to this post.

So many things need to be fleshed out and yet we’ll probably just see a graphical improvement before anything on this list.

3 Likes

Would be trivially simple to disallow building structures other than wire on top of sandbags. As it is your engineers need to carry a spirit-level in order to place a spawn point. Which brings me to my complaint about spawn point placement…

Really simple added mechanic would be that healing an ally also gives them +1 medkit if they’re not already full and you still have your box on you. Lots of gamemodes dropping the box is useless, it ends up behind the line before anyone ever needs it. If i hold on to my medbox i should be able to distribute packs as a roam, especially since the medic is an assaulter, not meant to be just hanging back.

You forgot abt something else the SF meta kills variety on BR 5 and thats the fault of developers for not doing propper Game desing now most ppl don’t want this to be changed at least on the way the developers propposed

Very supportive, but I remain pessimistic about the laziness of developers and their ability to balance games

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Biggest balance change would be no up-/down-tier matchmaking :person_shrugging:

3 Likes

Something like that would definitely be better. They got options on every front.

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Also averaging BR rating. It’s insane that i have 3 infantry and 2 vehicles all at BR1, but 1 guy has a BR2 gun and now my whole nation is BR2. I’m 95% BR1 but matchmaking in BR2, which will probably uptier to BR3, because trash system, so basically I’m BR1 vs fully equipped BR3.

Now, as someone who has played enough, i get it, if you want BR1 you don’t upgrade ANYTHING, and if you’re into BR2 you upgrade absolutely everything, because it’s very likely you’ll get up-tiered. But noobs don’t understand that their beginner squads that aren’t even fully equipped at br1 but have one cool br2 gun are actually playing against full br3 teams. It’s demoralizing, and ruins the game for new players, who never have a chance to enjoy the game and get good. It’s bad for everyone.

1 Like

Yeah, I’m just pretty well-off in the game.
I can easily afford to max out all three-star weapons for every single one of the 12 squads across all four nations.

I finished this ages ago, it’s been a long time now.
The last big spending spree was on the Avs 20, but I earned the credits back quickly.

Honestly, I’ve no idea how hard it is for average players to build fully meta, top-tier squads.
I play purely for meta strength. Once I commit to a faction, I have to get fully prepared—all weapons must be maxed out in power as much as possible. Otherwise, you simply can’t fight properly when you run into tough opponents.

I think what I’m talking about isn’t even related to this. I understand what you’re saying, but imagine you’re still BR1, with mostly zero * soldiers, maybe didn’t even perk them because you don’t know much about perk points, and you haven’t upgraded weapons because you’re not sure if it’s worth it, and maybe there’s a better weapon soon, and you don’t have any engineers cause no one told you they were game+changing and then you get 1 BRIII grenade launcher gun and equip it, and now your whole team of BR1 losers is BR3 against months-long veterans because you have 1 cool grenade launcher gun. 200 point match, feel like shit, quit the game.