Kazzaran's Enlisted Suggestions & Proposals

Normandy Campaign Suggestions

NOTE: This is a pretty long post, and as it is, I plan to continue posting more updates and suggestions to this overall suggestion thread of mine. I’m looking moreover for feedback on the ideas presented and interest regarding how they could be/would be implemented in-game.

CAMPAIGN SUGGESTIONS

Change “Factions” to “Armies” with a focus on representing all nations present at a battle. Americans would fall under the First Army, with British and Commonwealth forces as the Second Army. Germans would unilaterally fall under the 7th Army.

Armies would feature research trees not unlike the current Troop, Weapon, and Squad Research Trees, but instead presented as an Army/Divisional ORBAT sheet to simplify graphics comprehension. The Campaign is compressed down to 25 levels, but could be expanded to 50. Classes are reduced from 12 to 10, with Attacker Pilot and Flametrooper being rolled into the Fighter Pilot and Engineer Classes respectively.

All non-vehicle classes can now use the Standard Rifle of their faction (US: M1 Rifle; UK: Rifle No. 4 Mk.I; GE: Karabiner 98K) Pilot units are now Fighter Only, with non-fighter aircraft being made premiums which can cycle pilots through.

Armored fighting vehicles are reworked to represent the doctrines governing their employment during WW2. Starting tanks are introduced at Level 5, and aircraft at Level 10. AFV’s and aircraft are then introduced once every ten levels respectively, with the next tank at 15, and the final tank at 25 and the second aircraft at 20.

To help generate revenue, special units, such as Tank Destroyers, Attackers, and special/prototype weapon squads should be limited to premium/golden squads only. Weapons currently in the game that would be phased out, lose their ability to be purchased, but can be upgraded or sold.

Weapons obtained are all raised, or reduced, in levels to a maximum of 5. New weapons purchased all begin with only one star, and must be upgraded similar to troops to help equipment/personnel (logistics) cohesion.

All Troop classes gain one ability, spreading out the abilities of the Engineer across all classes.

  • Rifleman: Can construct Sandbag and Barbed Wire Barriers.
  • Assaulter: Can create Ammo and Equipment Caches.
  • Engineer: Can utilize special demolitions charges and construct various tank traps.
  • Sniper: Can mark individual units; cannot be marked.
  • Tanker:
    • Commander increases crew performance and XP gain.
    • Gunner grants faster targeting and lead indicators.
    • Driver increases tank handling and acceleration.
    • Loader increases reload speed for primary weapons.
    • Radio operators can utilize defensive artillery strikes within range.
    • Machine Gunners increase secondary reload speed.
  • Radio Operator: Can call artillery strikes or construct a rally point with their radio.
  • AT Gunner: Can create/man portable Anti-tank guns and use man-portable AT weapons.
  • Machine Gunner: Can create/man man-portable AA gun emplacements.
  • Mortar Gunner: Can expend three rounds in rapid succession for a salvo on a point.
  • Fighter Pilot: Can retreat from battlefield after expending ammo for no cost/penalty to player.

US Progression

US Progression focuses on granting Americans unparalleled advantages in rapid force projection engagements. Aggressive playstyles are best suited to this faction, owing to their extensive logistical and firepower advantage and suitably powerful standard-issue armament.

Level 1

Rifleman I Unlocked
M1 Rifle Unlocked
First Aid Kit Unlocked
Sandbag Barrier Construction Unlocked

Level 2

Assaulter I Unlocked
M1 Carbine Unlocked
Hand Grenade Unlocked
Ammo Cache Construction Unlocked

Level 3

Engineer I Unlocked
Explosive Pack Unlocked
Tank Trap Construction Unlocked

Level 4

Sniper I Unlocked
M1903A4 Unlocked
Incendiary Grenade Unlocked

Level 5

Tanker I Unlocked
M4A1 DD Unlocked
Repair Tools Unlocked
Artillery Smoke Screen Unlocked

Level 6

Radio Operator I Unlocked
M1 Thompson Unlocked
HE Artillery Strike Unlocked
Rally Point Construction Unlocked

Level 7

AT Gunner I Unlocked
M1A1 Bazooka Unlocked
37mm gun M3 Construction Unlocked

Level 8

Machine Gunner I Unlocked
M1918A1 BAR Unlocked
M1918A1 BAR Mounted Anti-Aircraft Gun Unlocked

Level 9

Mortar Gunner I Unlocked
M2 Mortar Unlocked

Level 10

Fighter Pilot I Unlocked
P-38G-1 Unlocked
Return to Base Ability Unlocked (5 Min Cooldown)

Level 11

Rifleman II Unlocked
Small Ammo Pouch Unlocked
Barbed Wire Barrier Construction Unlocked

Level 12

Assaulter II Unlocked
Small Grenade Pouch Unlocked
Equipment Cache Construct Unlocked

Level 13

Engineer II Unlocked
M1A1 Flamethrower Unlocked
Small Backpack Unlocked

Level 14

Sniper II Unlocked
Smoke Grenade Unlocked
Tracking Mark Unlocked

Level 15

AT Gunner II
M9 Bazooka Unlocked
Anti-Tank Mine Unlocked
57mm Gun M1 Construction Unlocked

Level 16

Tanker II Unlocked
M4A1(W)76 Unlocked
HE Artillery Strike Unlocked

Level 17

Radio Operator II Unlocked
M1A1 Thompson Unlocked
Artillery Smoke Screen Unlocked

Level 18

Machine Gunner II Unlocked
M1918A2 BAR Unlocked
M1919A4 Mounted Anti-Aircraft Gun Unlocked

Level 19

Mortar Gunner II Unlocked
M1911A1 Unlocked
Salvo Ability Unlocked

Level 20

Fighter Pilot II Unlocked
P-51D-2 Unlocked

Level 21

Engineer III Unlocked
M1A1 Bangalore Torpedo Unlocked
Large Backpack Unlocked

Level 22

Assaulter III Unlocked
M1A1 Carbine Unlocked
Large Grenade Pouch Unlocked

Level 25

Sniper III Unlocked
M1 Rifle, Scoped Unlocked
Anti-Personnel Mine Unlocked

Level 24

Rifleman III Unlocked
M7 Grenade Thrower Unlocked
Large Ammo Pouch Unlocked

Level 25

Tanker III Unlocked
M4A3E2 Jumbo Unlocked

UK Progression

UK Progression focuses on creating an infantry-focused progression of weapons and capabilities. The resulting playstyle is balanced in both offensive and defensive capabilities, featuring mainly those weapons suited to assisting the infantry in urban and suburban environments.

Level 1

Rifleman I Unlocked
Rifle No. 4 Mk. I Unlocked
First Aid Kit Unlocked
Sandbag Barrier Unlocked

Level 2

Assaulter I Unlocked
Rifle, No. 4 Mk. I w/No. 4 Bayonet Unlocked
Hand Grenade Unlocked
Ammo Cache Construction Unlocked

Level 3

Engineer I Unlocked
Explosive Pack Unlocked
Tank Trap Construction Unlocked

Level 4

Sniper I Unlocked
Rifle No. 4 Mk. I (T) Unlocked
Incendiary Grenade Unlocked

Level 5

Tanker I Unlocked
Mk IV Cromwell Unlocked
Repair Tools Unlocked

Level 6

Radio Operator I Unlocked
M1A1 Thompson Unlocked
HE Artillery Strike Unlocked
Rally Point Construction Unlocked

Level 7

AT Gunner I Unlocked
PIAT Unlocked
QF 2 pounder Anti-Tank Gun Unlocked

Level 8

Machine Gunner I Unlocked
Bren Mk II Unlocked
Bren Mk II Mounted Anti-Aircraft Gun Unlocked

Level 9

Mortar Gunner I Unlocked
2 Inch Mortar Unlocked
Salvo Ability Unlocked

Level 10

Fighter Pilot I Unlocked
Spitfire Mk XIX Unlocked
Return To Base Unlocked (7 Minute Cooldown)

Level 11

Rifleman II Unlocked
Small Ammo Pouch Unlocked
Barbed Wire Barrier Construction Unlocked

Level 12

Assaulter II Unlocked
Small Grenade Pouch Unlocked
Equipment Cache Construction Unlocked

Level 13

Engineer II Unlocked
Congers Mine Clearing Line Charge Unlocked
Small Backpack Unlocked

Level 14

Sniper II Unlocked
Smoke Grenade Unlocked
Tracking Mark Unlocked

Level 15

AT Gunner II
Anti-Tank Mine Unlocked
QF 6 pounder Anti-Tank Gun Unlocked

Level 16

Tanker II Unlocked
Mk IV Centaur Unlocked
HE Artillery Strike Unlocked

Level 17

Radio Operator II Unlocked
Sten Mk II Unlocked
Artillery Smoke Screen Unlocked

Level 18

Machine Gunner II Unlocked
Bren Mk III Unlocked
M1919A4 Mounted Anti-Aircraft Gun Unlocked

Level 19

Mortar Gunner II Unlocked
Webley Revolver Unlocked
Salvo Ability Unlocked

Level 20

Fighter Pilot II Unlocked
Typhoon Mk IIb Unlocked

Level 21

Engineer III Unlocked
Flamethrower, Portable, No. 2 Unlocked
Large Backpack Unlocked

Level 22

Assaulter III Unlocked
De Lisle Carbine Unlocked
Large Grenade Pouch Unlocked

Level 23

Sniper III Unlocked
Boys Anti-Tank Rifle Unlocked
Anti-Personnel Mine Unlocked

Level 24

Radioman III
Sten Mk IIS Unlocked
Large Ammo Pouch Unlocked

Level 25

Tanker III Unlocked
Churchill IV Unlocked

GE Progression

GE Progression is developed around the high presence of German Artillery, Machineguns, and Armored support present during Operation Overlord and Operation Cobra. The playstyle is highly defensive, and owes much in part to the incredible scope of defensive constructions and emplacements across Normandy at the time of the invasion.

Level 1

Rifleman I Unlocked
Karabiner 98K Unlocked
First Aid Kit Unlocked
Sandbag Barrier Construction Unlocked

Level 2

Assaulter I Unlocked
Sturmpistole Unlocked
Hand Grenade Unlocked
Ammo Cache Unlocked

Level 3

Engineer I Unlocked
Explosive Pack Unlocked
Tank Trap Construction Unlocked

Level 4

Sniper I Unlocked
Karabiner 98K, Sniper Unlocked
Incendiary Grenade Unlocked

Level 5

Tanker I Unlocked
Pz. IV G Unlocked
Repair Tools Unlocked
Artillery Smoke Screen Unlocked

Level 6

Radio Operator I Unlocked
MP 40 Unlocked
HE Artillery Strike Unlocked
Rally Point Construction Unlocked

Level 7

AT Gunner I Unlocked
Panzerfaust 30 Unlocked
3.7 cm Pak 36 Construction Unlocked

Level 8

Machine Gunner I Unlocked
MP 40 Unlocked
2 cm Flak 38 Unlocked

Level 9

Mortar Gunner I Unlocked
Granatwerfer 36 Unlocked

Level 10

Fighter Pilot I Unlocked
Bf 109G-6
Return To Base Unlocked (5 Min Cooldown)

Level 11

Rifleman II Unlocked
Karabiner 98k w/ Grenade Launcher Adapter Unlocked
Small Ammo Pouch Unlocked
Barbed Wire Barrier Construction Unlocked

Level 12

Assaulter II Unlocked
Small Grenade Pouch Unlocked
Equipment Cache Construction Unlocked

Level 13

Engineer II Unlocked
Flammenwerfer 41 Unlocked
Small Backpack Unlocked

Level 14

Radio Operator II Unlocked
FG 42 Unlocked
Artillery Smoke Screen Unlocked

Level 15

AT Gunner II
Panzerfaust 60 Unlocked
Anti-Tank Mine Unlocked
5 cm Pak 38 Construction Unlocked

Level 16

Tanker II Unlocked
Pzkpfw. IV H Unlocked
HE Artillery Strike Unlocked

Level 17

Sniper II Unlocked
Gewehr 43 w/ Zf4 Optic Unlocked
Smoke Grenade Unlocked

Level 18

Machine Gunner II Unlocked
MG 42 Unlocked
2 cm Flakvierling 38 Construction Unlocked

Level 19

Mortar Gunner II Unlocked
Walther P38 Unlocked
Salvo Ability Unlocked

Level 20

Fighter Pilot II Unlocked
FW-190A-8 Unlocked

Level 21

Engineer III Unlocked
15 cm Nebelwerfer 41 Unlocked
Large Backpack Unlocked

Level 22

Radio Operator III Unlocked
Sturmgewehr 44 Unlocked
Large Grenade Pouch Unlocked

Level 23

AT Gunner III Unlocked
Panzerschreck 54 Unlocked
Anti-Personnel Mine Unlocked

Level 24

Rifleman III Unlocked
Gewehr 43 Unlocked
Large Ammo Pouch Unlocked

Level 25

Tanker III Unlocked
Pzkpfw. VI Unlocked

LOGISTICS SUGGESTIONS

Removal of all non-essential/non-historical weapons in the current equipment trees. To help foster asymmetrical balance and to create distinctive play-styles for each of the factions:

US Weapons Tree:

  • M1911A1

Caliber: 11.43
Muzzle Velocity: 253
RoF: 85
Feed: Semi 8-rd Magazine
Weight: 1.1
Cartridge Mass: 14.9

  • M1 Rifle

Caliber: 7.62
Muzzle Velocity: 853
RoF: 45
Feed: Semi 8-rd Clip
Weight: 5.3
Cartridge Mass: 27

  • M1 Carbine

Caliber: 7.62
Muzzle Velocity: 607
RoF: 60-70
Feed: Semi 15-rd Magazine
Weight: 2.6
Cartridge Mass: 7

  • M1A1 Carbine

Caliber: 7.62
Muzzle Velocity: 607
RoF: 70
Feed: Semi 15-rd magazine
Weight: 2.1
Cartridge Mass: 7

  • M1A1 Thompson

Caliber: 11.43mm
Muzzle Velocity: 285
RoF: 600
Feed: Auto 30-rd Magazine
Weight: 4.5
Cartridge Mass: 14.9

  • M3 Submachine Gun

Caliber: 11.43
Muzzle Velocity: 274
RoF: 450
Feed: Auto 32-rd Magazine
Weight: 3.7
Cartridge Mass: 14.9

  • M1903A4

Caliber: 7.62
Muzzle Velocity: 850
RoF: 12
Feed: Bolt 5-rd
Weight: 4.2
Cartridge Mass: 27

  • M1918A1 BAR

Caliber: 7.62
Muzzle Velocity: 860
RoF: 650
Feed: Auto 20-rd Magazine
Weight: 8.8
Cartridge Mass: 27

  • M1918A2 BAR

Caliber: 7.62
Muzzle Velocity: 860
RoF: 650/300
Feed: Auto/Slow 20-rd Magazine
Weight: 8.4
Cartridge Mass: 27

  • M1A1 Flamethrower

RoF: 113.56
Fuel: 18.93 Napalm
Weight: 31.8
Range: 45

  • M1A1 Bazooka

Caliber: 60
Muzzle Velocity: 81
Feed: Hand-loaded
Weight: 6.01
Cartridge Mass: 1.53

  • M9 Bazooka

Caliber: 60
Muzzle Velocity: 81
Feed: Hand-loaded
Weight: 6.87
Cartridge Mass: 1.5

  • M7 Grenade Launcher (M1 Rifle)

RoF: 6
Feed: Hand-loaded
Weight: .5

  • M2 Mortar

Caliber: 60
Muzzle Velocity:
RoF: 18
Feed: Muzzle-loaded
Weight: 19
Cartridge Mass: 1.4

  • Mk 2 Grenade

Weight: .6
Fuse: 4-5

UK Weapons Tree

  • Webley Revolver

Caliber: 11.43
Muzzle Velocity: 190
RoF: 20-30
Feed: 6-rd Dylinder
Weight: 1.1
Cartridge Mass: 14.9

  • Rifle No. 4 Mk I

Caliber: 7.7
Muzzle Velocity: 744
RoF: 20-30
Feed: Bolt 10-rd magazine
Weight: 4.11
Cartridge Mass: 11.28

  • Rifle No. 4 Mk I (T)

Caliber: 7.7
Muzzle Velocity: 744
RoF: 20-30
Feed: Bolt 10-rd magazine
Weight: 4.61
Cartridge Mass: 11.28

  • M1A1 Thompson

Caliber: 11.43mm
Muzzle Velocity: 285
RoF: 600
Feed: Auto 30-rd Magazine
Weight: 4.5
Cartridge Mass: 14.9

  • Sten Mk II

Caliber: 9
Muzzle Velocity: 365
RoF: 600
Feed: Auto 32-rd Magazine
Weight: 3.2
Cartridge Mass: 8.04

  • Bren Mk 2

Caliber: 7.7
Muzzle Velocity: 743.7
RoF: 500-520
Feed: Auto 30-rd Magazine
Weight: 11.3
Cartridge Mass: 11.28

  • Bren Mk 3

Caliber: 7.7
Muzzle Velocity: 743.7
RoF: 500-520
Feed: Auto 30-rd Magazine
Weight: 8.8
Cartridge Mass: 11.28

  • Flamethrower, Portable, No 2

RoF: 10 1-second Igniters
Fuel: 18 Napalm
Weight: 29
Range: 36

  • Projector, Infantry, Anti-Tank

Caliber: 83
Muzzle Velocity: 76
Feed: Hand-loaded
Weight: 15
Cartridge Mass: 1.1

  • Mills Bomb

Weight: .765
Fuse: 4

  • 2” Mortar Mk II

Caliber: 51
RoF: 8
Feed: Muzzle-loaded
Weight: 4.8
Cartridge Mass: 1.02

GE Weapons Tree

  • Walther P38

Caliber: 9
Muzzle Velocity: 320
RoF: 85
Feed: Semi 8-rd Magazine
Weight: .8
Cartridge Mass: 8.04

  • Karabiner 98k

Caliber: 7.92
Muzzle Velocity: 760
RoF: 25
Feed: Bolt 5-rd Clip
Weight: 4.1
Cartridge Mass: 12.8

  • Gewehr 43

Caliber: 7.92
Muzzle Velocity: 746
RoF: 85
Feed: Semi 10-rd Magazine
Weight: 2.4
Cartridge Mass: 12.8

  • Karabiner 98k (Sniper)

Caliber: 7.92
Muzzle Velocity: 760
RoF: 12
Feed: Bolt 5-rd Clip
Weight: 4.5
Cartridge Mass: 12.8

  • MP 40

Caliber: 9
Muzzle Velocity: 400
RoF: 500-550
Feed: Auto 32-rd Magazine
Weight: 3.97
Cartridge Mass: 8.04

  • FG 42

Caliber: 7.92
Muzzle Velocity: 740
RoF: 900
Feed: Semi/Auto 20-rd Magazine
Weight: 4.2
Cartridge Mass: 12.8

  • Sturmgewehr 44

Caliber: 7.92
Muzzle Velocity: 685
RoF: 500-600
Feed: Semi/Auto 30-rd magazine
Weight: 4.6
Cartridge Mass: 12.8

  • MG 34

Caliber: 7.92
Muzzle Velocity: 765
RoF: 900
Feed: Auto 50-rd Magazine
Weight: 12.1
Cartridge Mass: 12.8

  • MG 42

Caliber: 7.92
Muzzle Velocity: 740
RoF: 1200
Feed: Auto 50-rd Magazine
Weight: 11.6
Cartridge Mass: 12.8

  • Flammenwerfer 41

RoF: 66.8
Fuel: 11.8 Petrol
Weight: 28.7
Range: 32

  • Sturmpistole

RoF: 6
Feed: Hand-loaded
Weight: .5

  • Panzerfaust 30

Muzzle Velocity: 45
Range: 30
Feed: Disposable
Weight: 5.1
Cartridge Mass: 1.5

  • Panzerfaust 60

Muzzle Velocity: 45
Range: 60
Feed: Disposable
Weight: 6.1
Cartridge Mass: 1.5

  • Panzerschreck 54

Caliber: 88
Muzzle Velocity: 110
RoF: 3
Feed: Hand-loaded
Weight: 11
Cartridge Mass: 1.6

  • M24 Grenade

Weight: .59
Fuse: 4.5

  • Granatwerfer 36

Caliber: 50
Muzzle Velocity: 75
RoF: 25
Feed: Muzzle-loaded
Weight: 14
Cartridge Mass: .9

CHANGELOG

0445GMT 21.10.21 - Posted

2 Likes

but why?

Also, sorry to break it to ya, but this actually change something so much for the current campaign that i can’t even dream it’ll be implemented. it’s like, the current system is already set in stone.

still a nice and thorough suggestion. +1

Why? As of right now, the most important unit in the game is the Engineer, followed by the Machine Gunner or Assaulter.

All units should be equally as important, due to their effect on gameplay styles.

Nope, No real reason that Assaulter, who arguably needs this the most, should get it, it would make Lone wolf style players in squads too powerful, i can easily get 10+ kills with no ammo pouch, so if i could build ammo points, i could easily last about 30 or 40 kills with an SMG
Keep ammo points to the Engineer.

Assaulter loses the SMG in my rework. That goes to the Radio Operator. Assaulter receives Carbines and additional grenades. I guess rennaming them to Grenadier would probably make more sense though.

But even then, why would you give an SMG to a radio operator?
Hefting around a large radio isn’t something you’d want to have if you need to haul lots of magazines of SMG ammo too.

Sorry, but this change is a no from me.

Understandable. Main reason for this change is to put a soft cap on the effective usage of SMGs. You want the power of an SMG, you’re going to be more reliant on Assaulters to put down ammo caches to support the push.

But if you can’t even rely on them now, why change it to make them even more nieche?

Fair enough, you’ve convinced me. I will say though, major downside of using this forum is I can’t edit the initial post. Guess I’ll be reposting a newer version with properly spoiler text in a couple days.

:man_shrugging:

Mostly just frustrated at the lack of ability to edit this post, it’s too much of a monster for anyone to probably read past the first few paragraphs and it doesn’t help the only engagement has been over one or two nitpicks and not an overall discussion of the post.

You should be able too?
There should be the little pencil at the bottom of your post?

It depends on the user’s forum profile. Kazzaran is a basic user. You are a regular.

That’s p. lame, ngl. But yeah-nope. Don’t see a pencil. All I got is a heart, link, bin, banner, and flag. Oh, and the reply bit.