Problem 1 - Illumination
Especially with flames
Problem 2 - Bots
- Should avoid player’s LoS and move to the back
- Should move to the player’s ground level
- Communication - if a member of the squad is injured / killed, all bots turn in this direction. There shouldn’t be situations when the enemy wipes the entire squad in open, and the bots don’t react to this
- Reaction to the marker
Problem 3 - Modes
Destruction – easy abuse with fire / mines / dynamite / grenades
Train – no rewards
Invasion and Assault – very long and boring matches against passive attackers
Problem 4 - Dependency on engineers
Engineers should extend gameplay, not be its main element, so I suggest moving the respawns closer to the points (50-70m)
Problem 5 - visual recoil
THIS
IS
UNPLAYABLE
Recoil from the back of the weapon should be distributed over its entire length
20 Likes
There’s nothing wrong with first picture, it should be like this.
2 Likes
Sun is behind me, entrance should be clearly visible
6 Likes
Why is the shadow even in front of building then?
1 Like
Because illumination is broken
Have you ever seen object becoming darker further you go?
9 Likes
I think this is reasonable because eyes of a human will adjust “ISO” for brighter environment.
One more serious problem with illumination is flamethrowers (both the jet fire and burning residue fuel on surfaces) are not rendered as light source like Molotovs, so flamethrowers just make rooms so dark and can not see any other thing except flame, because these flame do not illuminate other objects.
I don’t agree with this. It would cause grey zone to be basically next to the point with no playable area in between.
I didn’t say anything about grey zone. Respawns should be in buildings or behind some cover, so attackers wont be able to shoot and nade your spawn.
Cover can’t be 360.
We can’t place bunkers everywhere.
or how about tank HE only dealing splash damage on 50% of the maps surface?
-hitting a piece of metal? HE shell disappears and deals zero damage.
-hitting a destroyed tank? HE shell disappears and deals zero damage.
-hitting the wrong type of barricade? HE shell disappears and deals zero damage.
and what did the devs do to fix this inconsistency problem with how HE shells work?
yea, you guessed right, they gave shells a ricochet chance so that the ONLY surface that was guaranteed to deal splash damage was now also inconsistent - the ground.
Its kinda weird to me that no one seems to have ever complained about this issue.
but hey, at least when you hit infantry directly you still nuke half the enemy team, because … well … reasons?
11 Likes
Something also needs to be done about WHERE you can build rally points on the terrain. Right now you have to find that MAGICAL spot that the game perceives as being flat. The worst campaign regarding this issue is the Pacific. Usable ground is difficult to find, forcing you to build your rally point where enemies can spot it on open ground. This is probably another reason why a lot of people don’t build rally points due to the frustration that’s involved.
You should be able to build a rally point almost anywhere so they can be hidden properly, since placing them in buildings is not always possible, or the best place to use.
Not trying to go off topic, but this is also a tactical issue. The game seems designed to punish you for trying to use proper tactics. Another example is the inability to flank the enemy properly because the playable area on many maps is just too small—meaning the gray zone is just too large.
Another example is hiding behind bushes or other objects where nobody should be able to see you, then you get magically shot by a bot a few hundred meters away that never should have been able to see you in the first place. Thus, using proper tactics in this game is sometimes completely useless.
Anyway, great post Liah_Kim. It’s too bad the developers don’t realize that all of these bugs & problems are another reason people leave the game, thus creating a smaller player base—which means they make less money. For some reason developers seem ultra focused on creating purchasable content (like premium squads in this game) thinking this is the best way to create streams of money for their bottom line—which couldn’t be further from the truth. It’s much more complex than that.
4 Likes
Good point! HE definitely needs to be fixed. This also falls somewhat into the same category that I mentioned above in the previous post.
1 Like
And should at all times FFS stay away from things players are building and not block the construction by randomly sitting down on it
Biggest bot annoyance for real.
4 Likes
A tunnel that’s hundreds of meters deep with no sources of light are hardly the same as a 5m x 5m hut with 12 windows
1 Like
Lmao yeah even natural light was rationed. If the sun didn’t conform to soviet doctrine it would go to gulag.
1 Like
i agree, except on the:
i agree that dependency on the enginner is boring, but moving closer spawns it’s even more boring and makes everything more CQC.
therefore, perhaps increase the distance at which a rally cannot be built on the point.
( normally, it’s 50 meters. so let’s take it up to 60/70/80l.
as most of the times, it’s just a spam of who puts more men on the point ( which it’s fine, but there should be a battle in between rather than cluttering of people )
therefore should be in favor of who can wipe the opponents in those land between each squad rally point and the actual point. making the battle noty only on the point, but near as well.
4 Likes
I also love hitting a tree leaf with my Panzerfaust 100 and the projectile blasts in my face.
2 Likes
They will be completely useless then
Most objective limit is already 60-50 meters for rallies.
Distance and maps should be bigger but also objective points themselves should be larger.
Like; not just random point on a street but the whole street or apartment block itself
1 Like