General suggestions and needed fixes

So this is a list of things I’d like to see changed.

  1. XP rewards for Engineers. Give them an incentive for placing ammo and spawn beacons. Spawn beacons literally win matches, yet no one uses them.
  2. Change the flight mechanics to match War Thunder or pretty much any other plane game in existence. Current flight model is beyond atrocious. The ai of the flight mechanics is constantly counter acting you. You tell the plane to roll right and pull up in order to do a high g turn, the game won’t let you because the game is trying to force you to return to level and then turn with the mouse. The game forces you to return to level, but it over shoots level and rolls you in the opposite direction, then levels out. After you’re level the plane will function using the mouse to fly, but if you give it any input to roll/pitch/yaw from the key board the game loses its mind and forces you back to straight and level. This is beyond infuriating and needs to be fixed immediately. Add it as a more in depth flight mode and keep the basic mouse flying as an arcade setting. I don’t care. But do something.
  3. Allow engineers to build spawn point at a different location with out having to destroy the old one. Ie on invasion as the attackers, you place a beacon close to an objective, you take the objective, the spawns move up and now you need to build a new spawn point. In the current state you have to spawn at your old one behind the new base spawn, destroy it and then run twice as far to get to where you need to build the new one. In my suggested change, an engineer would run from the new spawn to where he wants his new beacon and build it there. After building the new one the old one is immediately destroyed. Maybe make the build time take twice as long to compensate. This mechanic could be extended to all structures. For sand bags, if you build ten, then build the eleventh the first sand bag is destroyed, twelfth the second is destroyed and so on.
  4. Flamethrowers need a damage buff and another 5-10 meters of range. It is ridiculous that you can be blasting someone in the face and he has the ability to kill you before he burns to death. Also you should not be as to put the flames out if you are directly hit by the flames. It’s a sticky goop that envelops you. This would drastically increase the lethality of flamethrowers, as they should be. Compensate this by being able to shoot the tank and detonate it killing anyone around it.
  5. increase the torque value on tanks. They get stuck way to easily and trenches give them way to many issues. If you try to cross a trench at speed while perpendicular to it, a tank should not have any issue crossing it.
  6. Increase the splash zone of HE shells. As is a grenade has more lethality that a 3" HE. Tanks should be feared, more often than not I can just rush a tank while his mg is on reload or cool down while zig zagging and get behind him because his HE she’ll landed 5 feet from me which didn’t even come close to downing me. This is ridiculous.
  7. Allow the at guns to turn.
  8. Allow aa guns to be crewed by three people in order to reduce reload.
  9. Adjust the ai in terms of target acquisition and reaction speed. I can’t tell you how many times I’ve come around a corner and killed five enemies, reloaded and killed three more because the ai is just staring at me. Or how many time I’ve seen someone, got killed by him, switched to another ai, got killed, switched again, got killed. Literally go through my entire squad watching them die to one person because they won’t shoot him. This is infuriating. I get that ai is hard to balance. You don’t want them shooting two hundred meters through trees and bushes and killing people in one shot. But we are so far at the other end of the pendulum that it’s comical. If they ai is within 20 meters and clear line of sight of someone there should be a one second reaction time before they start shooting. If a human can react in half a second, one second for ai isn’t too much.
    10.a Streamline the equipping of squads and the out of game menu. Allow presets to be made for squads so that when you transfer in new members for training you can press Equip preset. This will give them what ever equipment that the preset was saved as by equipping them first from spare items, and then second taking them from soldiers in reserve
    10.b add a third section in the academy. As is, there is a reserve and a in squad section. Add a third section for the soldiers that are in a squad, but not currently in the equipped for battle squads. As for all soldiers in squads in the academy, group them into subgroups with the name of the division they are from. Ie 315th Field Signal Battalion as the header in academy has 5 soldiers assigned. Draw a box around those five soldiers. On occasion you will forget to strip a soldier before you transfer him out of a squad or before you replace the entire squad for a different one. This then leads to the issue of trying to remember what squad he was in and swapping all the squads out one by one trying to find the guy that has the 6 star weapon. In my suggested UI, you could go to the academy and immediately find the soldier and the squad that he is assigned to. Alternatively, give the option as a check box that will automatically strip a soldier and entire squad after it has been sent to reserve.
  10. Allow people to choose their preferred game mode. I got stuck playing conquest 13 times in a row and conquest is my least enjoyed mode. Not saying I don’t like conquest, but 13 time back to back all on the same maps gets old. Quickly. If it’s not possible to do this then create a match making system that looks at what the player just played and have match making put him in a different mode.
  11. Change the spare parts mechanic. Instead of each weapon having its own spare parts, but it in a group. Machine gun, submachine gun, rifle. Have the first weapon of the category, ie Breda, give less points than the last weapon, ie mg42. This would make it worth while to upgrade the lower tier weapons instead of just saving all of the tickets/money until you unlock the best weapon.
  12. Give xp to players that put markers. If an enemy is killed with in proximity of a marker by an ally, then give the person that placed the marker a small reward.
  13. Have ammo boxes have a floating icon that can be seen through walls an bushes when close to them. Something similar to the ammo icon for tanks and planes. Even though the ammo icon for ammo boxes shows up on the mini map, they can still be challenging to find.
    That’s all I can think of at the moment. All things considered the game is quite good and I have been enjoying my time with it. I do think that this changes would greatly help to improve the quality of life of the game as well as give further incentive to team play.

Already WIP (work in progress)

First: no, sandbags don’t destroy automaticaly when you try to build next ones. They are red nad you get the message that you reached the maximum number for this type of building.
Second: no, rally points wouldn’t do that either. It would make them even more powerful if you could3just spam them at every moment that you need without worrying about the previous one.

For balance reasons: they don’t. As A flamethrower user I can tell that after latest range buff that weapon feels very satisfying. What should be done is making it mandatory for everyone who is put in the flames to try to put down the flames. That would be enough.

Except the trenches are simply to wide for The smaller tanks. So they get stuck.

That would drastically increase the costs of upgrades if you could gry parris for the high level machinegun by dissmantling starter BA rifles. So no, leave it like it is. Silver orders allow you to get desired weapons nad sometimes they are really greatly upgraded. Even random orders can give you fully upgraded weapon if you are lucky.

Already WIP

Points of ressuply for tanks and planes are only singular on the map. And put outside The main fighting area. When it comes to ammo boxes every player can put 3 of them in direct combat area - that floating icon could litter the UI

Good to know about the WiP things. Those are huge. The sand bags I was saying they should be that way, not that they are currently. As for the spawn points I stand by my opinion, with something I forgot to add. There should be no spawn protection on rally point spawning.

I’m ok with your idea on flamethrower changes. If the player hit by the flamethrower was forced to automatically start putting the fire out while trying to get out of range it would work. Not realistic but more balanced and less brutal than my idea

The smaller tanks I agree with in terms of trenches. In my head I was thinking more the panther, T-34, etc. That being said their torque is still way to low. They struggle climbing smallish hills and get stuck or allowed down way to much on small obstacles.

For the weapon parts bit, yes I’m sure the cost for top tier weapons would go up a bit, but the low tier stuff wouldn’t be worth many spare parts. As such there wouldn’t be a drastic increase in costs. But this was a take it or leave it suggestion on my part. Just thought it would be a nice way to upgrade the lower tier weapons as you’re progressing with out feeling like your wasting money and orders. You spend orders to upgrade a breda to max level, that max level breda when you break it down would be roughly equal to the parts you put into it.

The ammo icons would only appear once you are with in ten meters of them. On top of that, not many players place them. It’s not like there is going to be forty boxes with icons you can see from 200 meters away.