Few suggestions and small bugs

Loving the game so far and noticed few minor yet persistent and annoying in the long run bugs. Here is a short list with a little bit of context:

-First tank repairs. My tank crew all have large backpacks and 4 repair kits, plus some have two repairs per repair kit perk. Sometimes I can repair tank twice, sometimes just once. It does not matter if I switch to another guy or use the one that should have more repair kits. Not sure what is the design idea here, but it is very inconsistent at best. A better explanation on how tank repairs work would be appreciated.

-Second is a suggestion/question: is it possible for the crew tank members try and first take their originally assigned spots in tank? I want to mix and match some perks and they constantly switch places so when ever I leave the tank my combat ability drastically drops and it feels unnatural and unnecessary. Or if possible that perks be global no matter which position crew member takes (seems like a workaround but might be easier than codding their preferences with spots).

-Thirdly the M1903A4 sniper rifle scope is good but sometimes it get’s stuck on that blurry version of it like with fast movement, even if I am prone and not moving the scope. Not sure if it happens on other nations and campaigns as I have not yet unlocked any other scope with that basic cross.

-Fourthly a big suggestion. Your team asked about extra tasks like the balloons on the Airfield map. Well I thought we could go a bit further. Like for example the swamps map on Normandy. One point is the big gun. It’s an open point and I do not like taking it. You don’t even have to. You just need to hold A and C and it is fairly easy to do, but what if point B was worth 2 points? Than you have incentive to hold such a hard target. And what if by holding it you could fire it to diminish enemy tickets every once in a while. Or something similar to Company of Heros games where by holding specific points you get extra supplies? What if you introduced mode where enemy can secure their supply line and as far as they do they can slowly replenish their tickets, so enemy has to cut it off and after that this section of the map becomes unavailable and after that it is regular conquest? But it would be optional objective that simply gives small advantage that might be worth defending? Like 1 tickets per 10 seconds. Something like that would work great in invasions I think. Or maybe we could cut of air support of the enemies by holding a fortified AA guns? (it could be timed). Or if Allies would need to destroy AA guns to unlock their Air Support? What if there was one forward AT bunker gun that you need to destroy to roll out your tanks? I think this kind of asymetric approach could be worth looking into, but it would need a bit of balancing. Your maps are very modular and intertwined so I think it would be fairly easy to implement though.

2 Likes

I like the ideas you wrote in #4 , it’s worth expanding some of them.

Like… The team that holds the artillery encampment would get 2x faster artillery strikes with radiomen or similar. Or an immediate extra artillery strike possibility when captures the point in conquest.

In AA case it could also go on auto-firing at the planes instead of blocking usage of them (to have a smaller hit on balance), and could be indestructible by bombs, with infinite ammunition.

Yeah your idea with AA is better, though with aimboty AI not sure that is better for balance… maybe just made the usable and a bit more deadly than the built ones? Also the radar on the map with the church in the middle of small town before Chateau de Bosq, that could help planes acquire targets quicker or show enemy positions for a split second on the mini map or map that you need to open and the longer you hold it the more perks it gives - like longer spotting. As to incentivise defending points rather than just taking them and run to the next one. Also it could be active after lets say 20-30 seconds AFTER you capture it not straight away. That would bring more tactical approach to some battles. But I would make it a new game mode to test it rather than swap it for the ones that are already there.

On second thought the radar idea should be activated so it could be used to help bombers to spot the targets and it should be coordinated with the person in plane right before their bomb run.

The radar idea (e.g. flash the enemy position every 30 seconds for 1 second) sounds fun, but I would show that for infantry at most, not for a plane. And it almost surely would cause a lot of debate as normally radar is working the other way around: your planes could get accurate markers for enemy planes (arrows to left/right etc), no spotting necessary.