Heavy/Squad class/Towed Weapons

  • Yes
  • No
0 voters

The game is missing many weapons that falls between fighters, tanks, attackers and infantry. Some of those have been added, apcs, driver jeeps, rider bikes, spaa, spg, but many are not included at all or in very limited numbers, bombers have few examples or are used as a radio call in. the same thing with artillery which is largely a radio call in just like the bomber.

these heavy weapons were a big part of ww2 while we do not want to six inch - eight-inch guns and rockets raining from the sky. it is tiresome to see a single squad or even soldier taking a point just because it was the last survivor on a team and no one is close enough to get to the point in 30 seconds.

Hungarians with Belgian 47mm ATGs - Hungarian Forces | Gallery
Anti infantry artillery

Currently there are few ways to get heavy weapons into play the most common are on tanks and planes. The second most common is buildable constructed by engineers. We have immobile AA guns and machine gun nests as well as slow moving anti-tank guns.

These weapons are fine but how many times have we overrun a point to find an aa gun just sitting there. Not very often someone takes a pot shot at a enemy tank or only to as the field shift, they are often just abandoned. A more mobile weapon would allow them to pull back making a weak push not a guaranteed success.

Original Soviet WWII SG-43 Goryunov Display Machine Gun with Wheeled M – International Military Antiques
Anti infantry gun

This leaves a lot on the shelf, squad weapons that if implemented is restricted numbers could slow down battles without bringing them to a crawl. the trouble is should they be slowly moved by infantry, towed by vehicle’s or a combination of the two.

A lot of weapons not in the game who would not want to wheel an m2 to mow down some soldiers. They should not be allowed inside buildings without a whole big enough. Many people have asked for heavier mortars as buildable but like aa guns they get left behind either advancing or retreating.

WW2 WWII Photo World War Two US Army Jeep and Anti-tank Gun Willys Ford / 3151 | eBay
Anti Tank artillery

If they are towed by a truck, should they come with their own class of vehicle like a truck. or should they come with their own squad of infantry, then what classes should be allowed in such a squad. this would allow a large number of reasonable br adjusted guns and payloads.

they should not be resupplied by the engineer supply box these are big weapons heavy loads. should they be repairable like tanks by their crew and engineers. how should they enter the field by vehicle spawn points or infantry. how many should be allowed one or two, should it be one class or several for say aa and anti-tank.

A cut out of a Flak 30, 20mm anti aircraft gun used extensively by Nazi German forces during WW2 Stock Photo - Alamy
Anti Air artillery

some people have asked for buildable bunkers the problem is there are many places where a bunker on a may could close that entire area. build time and health, vulnerability to bombs and shells it gets very game breaking very quickly. not opposed to bunkers in restricted areas or even pre placed bunkers that can be built but mine craft level of making or dropping bunkers is dangerous.

combining stronger engineer barriers with a portable heavy weapon could add a lot to the game. forcing people together instead of just zerg rushing the point. tanks would have a reason to stay in the gray instead of trying to run over enemy soldiers.

ML 4.2-inch mortar - Wikipedia
Heavy Mortar

4 Likes

If not resupplied by engineer then what will it be resupplied by?

  • 7.5 cm PaK 40 (Germany): Widely regarded as the workhorse of the war, this 75mm gun could pierce almost any Allied medium tank, remained easy to conceal due to its low silhouette, and was light enough to be repositioned by its crew or towed by a light tractor.
    7.5 cm PaK 97/38 - Tank Encyclopedia

  • Ordnance QF 6-Pounder / 57mm M1 (Britain/USA): Frequently cited as the best overall balance of performance and strategic mobility. It was light, very cheap to mass-produce, and could defeat early-to-mid-war armor with ease.
    British anti-tank guns ,Ordnance QF 6-PDR WW2 | A Military Photo ...

  • 57mm Anti-Tank Gun M1943 (ZiS-2) (Soviet Union): An exceptionally high-velocity Soviet weapon that offered incredible armor penetration for a relatively small and mobile carriage, punishing German armor on the Eastern Front. [1]
    Tank Archives: Self Propelled Artillery on a Tractor Chassis

**M20 75mm Recoilless Rifle:**Introduced near the very end of the war in 1945, providing lightweight artillery-level anti-tank power directly to infantry elements.
Afghan Heavy Weapons - Forgotten Weapons

Italy’s primary and best standard squad/infantry anti-tank cannon of World War II was the Cannone da 47/32 Modello 35, affectionately nicknamed the “Elefantino” (Little Elephant) by Italian troops.
Cannone da 47/32 Modello 1935 - Tank Encyclopedia

The best and most advanced dedicated squad/infantry anti-tank cannon fielded by Japan in World War II was the Type 1 47 mm anti-tank gun
Japanese anti-tank artillery in World War II

A lot of great weapons, cannons and machine guns that are too big for a single soldier. Given the slow movement and relatively exposed nature of these weapons they would be easy meat for snipers or mortars if the team can point them out. it would be gun to see a gun duel between defending and attack tanks or cannons.

Heavy or towed weapons are one of the few classes that might fit in enlisted that is already in strategy games. if done right could add a new layer of strategy that even more simulation heavy games like hell let loose do not have. a shift to a more team-based support game style that many enlisted players do not seem willing or capable of.

1 Like

i have several ideas on how these weapons could be resupplied with more ammo for a prolonged battle. if they add towing when the gun is hooked up and moved it will slowly be re armed. slowly over time it will just regenerate ammo to prevent it from being spammed.

maybe at the cost of tickets or if it sits in a control point ammo will be added. the crew could limber it into a standby mode and begin regenerating ammo. any way to limit how fast the weapon can be used like a power weapon in halo or quake.

1 Like

I have thought about something similar to this. I know we use the Engineer for everything but in reality Engineers were only for building/ destroying fortifications while support weapons had dedicated crews.

I have thought we could have a Gunner Crew squad. They’d basically be like Engineer except they only build support weapons. It would make it a bit more realistic and clearly separates these two roles.

3 Likes

I don’t think people will use it much if it costed tickets

thats just one idea, the main point is that
people can not insta recover all ammo
limit spam use of weapons
that is say a 75mm gun does not shoot 12 to 24 rounds as fast as they can fire
spend half a second reloading, then repeat

maybe a built-in time like fire every 3-9 seconds depending on gun size
then 1-3 minutes where the gun once depleted resupllies

If this were added it would pay IMO to have it toggle-able in case you just want the jeep (likely would mess with handling). I like the idea.

2 Likes

Where da poll?

i think it would be neat for the new off rider class to have non weaponized cars with " heavy " / toweable weapons.

so that it doesn’t quite need a new class.

be a trade off for having / using cars that can use weapons from the get go, and these vehicles that requires some predesposition for the gun to be operable.

the game may be too fast, but eh why not

actually, i think i have a better idea.
kinda.

nevermind. it still requires new AAs on wheels.

I never said no self propelled as it’s supposed to be instead of more aa engineering constructions

We need better constructions for the higher brs

Tbh I don’t really see the point of towed weapon squad in this game consider that engineer can already build it.
Consider the size of the map and unfriendly terrain for vehicle, most of the time it will be faster to just deconstruct it and build the weapon elsewhere instead of towing to other place. Moreover it will only have one towed weapon per squad, if it is destroyed it is over while current engineer squad could simply build a new one.

One because you can move it a far distance or a short one
Two it’s both towed and man moved not just towed
It’s only faster to tow it, so if say the enemy takes the point you don’t have to just leave it behind or loose you’re squad
Variety we have a handful of weapons there are a lot more

You can just deconstruct it so you don’t leave it behind. To tow a weapon, you will first need to change it from combat mode to travel mode. Then maneuver the vehicle and correctly hook up with the towing eye. This process will take some time and the towing vehicle will make you a very obvious target.

last thing this game needs