Feedback on “small” mechanics that I feel should be revisited and QOL improvement

Cool. Is there any particular reason it was added to rallies in the first place that you know of? (it was added sooo long ago I forget why)

Sorta wishing for it to disappear completely. Back to the old days.

In the dedicated thread on this topic you clearly stated that you and your “buddies” work together to accomplish this by cooperation and you don’t want solo players to have that same ability.

So… be clear. It’s not that you think it’s an unreasonable mechanic - you just want the minority, who play in stacks, to continue to bully solo players. You may not realize that’s your view, but think about it for a while.

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It’s a good list, the only problem I really have is the AA firing arcs, I agree that they should be free to aim down, I just worry that if that were the case the devs would use that to justify keeping them as weak as they are, I would like to see them a bit more effective against air targets, preferably with the freedom to aim down as well.

If I could add a few of my own I think defusing a objective in destruction mode should give points, you basically just saved the day and you get nothing. Same for armored assault mode, fighting on and moving the train should give some points to make playing that mode a bit more rewarding if you are’nt just camping the sides.

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Maybe, Id consider getting unrestricted arc and no overheat a pretty significant buff. Might just be me though.
Perhaps also adding a loader Spot for AI like AT gun? Increase reload speed?

sure, they seem like no brainers to me. I actually havent paid attention to those though (most of the time Im just ecstatic I managed to ninja disarm lol). Can you confirm there are not points for defusing, and that fighting on the train doesnt count towards kills on cap? If so yeah man, Ill tack on to list.

I’ve never really had an issue with the over heat I think if the arc is restored then the biggest issue for it will be ammo count, I’ve never felt like i didnt have enough ammo or overheated shooting at a plane doing a pass they usually are’nt around too long but if you are shooting ground targets that ammo is’nt going to last long. A reloader would be pretty cool.

Same! I was safe enough last night sitting there watching the timer for once that I watched and noticed nothing pops up at the bottom where the +pt’s messages are when it’s done.

I just tried a custom to check on the train thing from attackers side there is no bonus for killing ppl on the train, either from outside on on it with them, I’ll try to get one as defenders to check.

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I agree with both of these though strongly prefer the train mode vanish from existence. It’s an abomination and I’m embarrassed for the devs that it’s still in rotation.

I’m really confused now I went the whole game as defenders riding the train or shooting enemies on it and no objective attack bonuses, but then at the very end I shot a guy climbing on the front and saw it count an objective attack. At the end screen I had 7 credited not sure where the others came from but my theory is maybe the midway point and the end count as objectives and not the actual train itself? I’m not sure whats going on there but I never saw it mention objective attack or defend outside of that one time. Same for being on it as it moves or crosses the midpoint no bonus there either.

It’s my least favorite for sure, I’ve been thinking as the merge comes it’s going to put me into playing campaigns or maps I might not like more at least with train mode they could offer some more points to play it. People say conquest is bad but I have had decent and even great matches where the points flipped between sides a lot, I can’t say I’ve ever had a really good train match.

maybe each link in the chain you have to reach is counted as the objective. there are about 5 of them arent there? Killing in this specific are might be doing it. its been a while since I have been on the train so hazy at best.

Theres 2, a midpoint and endpoint, when I saw it come up I’m guessing he was in the endpoint area, since it was right before the game ended. Also kind of odd is I was the defenders and got objective attack bonus.

and add this thing, please.

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Exactly.

There are other modes that are often bad or sometimes bad. Train is almost always bad.

I’ve had a few decent matches on it but I’ve played through all of Berlin on both sides with that being a part of the “experience” (maybe a few levels before) so that means approximately 1 billion terrible, boring matches with reduced XP.

Yeah I posted a Pic of that particular AA gun in another thread about aa. Would be fun on the bun!

There are alot of AA options that look fun fun fun

No.

So the thing is, that it is obtainable IF you have a squad working together as I said. However, if this is the case, it requires the whole group to pull this maneuver, and NOT be doing something else.

Whereas if a SOLO player could do it by themselves, you now have an even worse situation where that group is not only able to pull off that maneuver, but additional supporting aspects such as additional shelling with tanks or coordinated approach with flamethrowers simultaneously.

It’s not that I’m against Solo PLAYERS, but rather that I’m against giving too much power to a single player, and thus removing the teamwork aspect of the game.

So the problem that I am seeing, and trying to avoid here, is that adding smoke IN ADDITION to the shelling (especially through a single player) is too powerful.

I don’t disagree with adding more plume and thickness to the smoke. HOWEVER, the key to the balance here is that it needs to be something of roughly equal value to the artillery strikes, in order to get people to use them instead of JUST artillery bombardment.

HOW?

The best way to do this is to allow a way (most likely through fortification) to reduce the artillery’s effectiveness. If the player is no longer getting tons of kills or easily wiping out the entire front line in a click of a button, then that front line can still fight back pretty effectively.

So what alternative do you have at that point?
Blind them with smoke!

So rather than allowing both at the same time, instead you present a reason for them to use smoke INSTEAD of artillery, thus solving the issue.

In the context of being able to have useful smoke AND artillery, the two sides of the coin are the same.

You play in a stack.

Many of us don’t.

Smoke isn’t a game breaker and should not be intertwined with airstrikes and artillery in terms of our ability to generate it.

Hell, if the radioman squad could ONLY launch smoke - smoke like it used to be - I’d run the squad. I stopped running them as people tie it up with airstrikes which are almost always least effective of the options (since nerf(s)). Smoke, like it was int he past was very useful for some objectives. Now it’s a joke.

As I’ve noted before, balancing a game for solo play specifically, rather than if teamwork is applied, leads to a critical imbalance of power in many more ways down the line.

Battlefield 2042 ran into this massively, and its one of the biggest reasons that it flopped so hard.

I don’t recall you doing that other than stating that you enjoyed that your stack enjoys having advantages.

I don’t understand it. It’s really powerful, but why is it bad? Team play already gives advantage. Do I need to remove the ability to play together? No. Then what’s wrong? Just for a second. A soldier can have 3 grenades. 2 rifles with a grenade launcher. A total of 9 soldiers. up to 4 players can play like this. Should I worry about that?
is a large amount of smoke really worse than that. Wait, wait. (3+5)*9 grenades from 4 players. 288 grenades, did I count correctly?
It’s just smoke, it doesn’t kill.

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I haven’t done it on this specific one necessarily, but have on numerous other ones as of late.

Correct in that TEAMPLAY gives advantage. Because it requires multiple people, filling multiple roles, to do that thing.

The issue is not that it CAN be done, but rather that it be doable by a SINGLE PLAYER.
While I understand that there are solo players within the game, the issue arises that just because something MIGHT be fair in a solo-only lobby (unless they actually start using teamwork which SHOULDN’T be uncommon), once teamwork is introduced you now have that amount of power being exponentially higher.

So why is smoke at the same time as shelling so powerful?

We can already see how strong the effects of JUST shelling the enemies are. Though even in this instance you need to remember there is NO friendly fire with artillery, and if the enemy can somehow find adequate cover they can not only survive, but still potentially fight back as the shelling is occurring.

However, once smoke is introduced into that as well, it makes things like finding adequate cover significantly more difficult, fighting back even if you have cover is nearly impossible due to being blinded by smoke, and to top it all off, your chances of running out of the smoke directly into a firing line is SIGNIFICANTLY increased.

So to put these together to fully display the issue:
If a team does it in the current setup, it requires multiple people doing different roles, with coordinated timing, to execute it properly. During this time, they themselves are unlikely in the middle of the fight, so there are less people currently in the fray, as well as the group specifically is not in the fray.

If it were changed to what you are suggesting, where a single player is able to call down both artillery and smoke on separate timers, then its going to be constant suppression just from that one player alone, even to mention if a second player joins in with a radio operator squad.
NOW you are looking at the 2 people having the power that it would have previously taken a full 4 man to accomplish, and those extra 2 people are running into the fight still with full coordination, as well as shelling that magically doesn’t hurt them, but obliterates the enemy standing next to him.

  1. You actually CAN get kills with smoke artillery. I do fairly frequently. Its just that the radius is considerably smaller so its less likely.

  2. If placed well, it can actually be a contributing factor to MORE kills than the standard artillery, if used in tandem with other elements such as troop or armor movement.

BTW

This part is almost completely out the window if you consider alternate methods of smoke or bombardment.
I know players go to is to laugh at smoke grenades, but mortar squads have access to smoke and HE, as well as tanks that have smoke SHELLS which put off LARGE amounts of smoke.

So spending all that time and effort lobbing smoke grenades like you are saying is a waste, but optimally a squad currently will use a radio operator (or 2) to keep the enemy suppressed with artillery fire, while at least one (or 2) tanks roll up with smoke shells to blind the enemy with.

This is not including if they decided to bring out Field Guns for rapid direct shelling.

For what it is worth, if you wanted a more FAIR way of going about smoke support and such, my suggestion would be to add smoke shell options to the FIELD GUNS. This is because they require a line-of-sight to the target, their limit is ammo supply and reload time, and they can still be taken out by the enemy (as opposed to radio operators that can hide indefinitely without ever showing their faces).
Additionally, field guns don’t cause the level of destruction to cover that artillery does.

Long post, but I wanted to make sure I explained in detail in attempt to get you to understand.

About half the time that I play, so a pretty good chunk. Primarily just when I’m trying to get some event missions or something done and I don’t feel like putting together a group. For the vast majority of games though, I find it to be very unenjoyable.

I see it about twice a day. Its definitely more prevalent on console than it is on PC from what I can tell.

Personally I don’t run radio operator squads in EVERY campaign, but when I do use them, I use the smoke fairly frequently.
Even when I’m playing solo I can see it have a pretty big effect, assuming not all my teammates are braindead.

I usually drop it just in front of the enemies field of vision, allowing a lot of our troops to push up without taking hardly any fire at all, when on offense.

On defense, I hit about half way out across the approach, so enemies have a harder time dealing with fortified positions while still being within killzones when they walk through it.

As I stated, smoke CAN be effective as it is already.

The BIGGEST issue is that artillery shelling takes out any and all defensive fortifications, while smoke blocks view and allows your troops to get in close.
Those being used one or the other at a time keeps it balanced, but if you were allowed to use both simultaneously, it completely screws the enemy team over entirely.

A SINGLE PLAYER (regardless of if they are solo or on a squad) should NOT have that much power at their disposal.

Don’t start with the personal attacks. Stick with the topic.

Youve seen someone else use smoke?

I never see it unless its my own lol

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