Make it so that actions that help your team achieve victory give you more XP rather than the dude who camps in the grey zone with a tank. Here are my suggestions.
Reviving a person +50xp. (right now 15xp.)
Staying with infantry in a close proximity with a tank. All of your gained XP (Kills, captures etc.) Are 1.5x more xp while you do your actions near tanks.
If a tank is within around 30 meters from the objectives edge (from his attacking side), in the objective, or past the objective (where the enemy comes from) for you to get 2x more XP than you would get camping on a hill. got a kill? 30xp x 2 = 60xp!!! This would actually fix the gray zone campers.
Building ammo. you get 3xp. do it to 15xp for building a box and 30+xp if someone uses it.
Building rally. Give 50xp for building it. (Only once per life.)
As a tank if you stay near infantry you get x1.2 xp. But that has to be a bigger group. Around 2 squads. (To prevent tanks sitting with snipers far back.)
Killing a plane +300 xp. To incentivize people to use AA and Fighters.
Ammo boxes are under utilized, it feels like Iām often the only one who uses mine because bots donāt and you can get free ammo from your squad and you need to live long enough to actually need one.
Rally needs XP buff because I see engineers building AAs in gray zone and farming kills rather than helping their team.
Tanks in gray zone need to be dealt with but I donāt think XP would fix that. As they would still prefer 50 kills in safe spot over going to action and get wrecked with 0-10 kills.
It would be cool if thereās more XP by going out of the grey zone, but it will not really solve the camping problem.
tank is slow, big, and have limited view of the battlefield. the moment they leave the grey zone, theyāll be on the crosshair on many experienced player because all infantry is practically an AT infantry if equipped with det pack (not that I disagree, itās for balance oc). so of course they would prefer to be in grey zone somewhere.
A big part of the problem with grey zone camping is that in many cases, the grey zone just happens to contain a logical place for a tank to be, whether or not the grey zone is there.
to stay with infantry i need to have survivability. no exp will make me go in zone where every useless loser has boompack and give him easy exp. KG/AM
again nope. iāll make infantry be meat for me, not vise versa
it should have been made already
7 people donāt kill planes becuz they donāt like to use ingeneers and think with heads not bottoms. enlisted needs to make stupid pleers to use different classes and only then theyāll start to do hard tactics
So thats my point. You have completely missed it. Give extra XP to at least incentivize players to do that. Whats wrong with healing a teammate lol. Its in the game and it helps the team.
Sounds great, wouldnāt work in practice though (the gray zone part). While a skilled tanker can do pretty good work even without sitting in the gray zone and even an average player working together with their friend could do really well, there are many players who are too lazy/not skilled enough to survive on their own out of the gray zone. A destroyed tank isnāt the end of the world anyway, but to a gray zone camper itās the holy grail of farming free kills for absolutely 0 effort so even they can be top of the scoreboard.
I know youāll probably disregard whatever I say, but imo engineer AA guns suck at dealing with planes so much, even a BA rifle is more effective. Maybe if we had different AA guns they could work but the current 1 for everyone feels really weak.
the nice pink snot of meatbag wishing tonn of easy frags, which wouldnāt go away from tonns of explosives with their 10-20 km/h speed. āout of gray zoneā means small sanbox which often isnāt enough for 4 tanks to move lol. and when they all start to go there again and again, theyāll close space for newer tanks to move especially in Berlin. all skill for tanks now is to survive and sell as many HE shells to infantry as they can. and take out enemy tanks as meat is too lazy to put cannons at least twice a battle. shows how much you understand in mapdesign and gameplay with āevil grey zonesā
aa guns suck
ripping wings with few hits. understandable, machinegunboi.
Wow someoneās really high and mighty with the only logical brain in the world. I donāt disregard your opinions just because you think differently, but at least now I can disregard whatever you say as well simply because in your mind, whoever doesnāt agree with you is wrong.
I too will revive a teammate if I am not exposed to enemy fire. Iād go with infantry in Tunisia as the foliage is thin enough to see the enemy from a safe distance, and infantry provides protection against hand-held nukes. Sometimes I go through empty fields to flank the enemy and cut of their reinforcements. I ask for infantry support in chat when itās risky. By the way nice meme there.
donāt hide behind the world, itās about your proofs and my counterparts now. all your fine stories about one tanker and his friend killing enemies like rambo crashes into reality where is no place for opinions-every smart player seeks only ONE logical way to survive and kill. and thereās also someone who wants survive and kill him. so players understanding that thereās still giant bunch of soldiers with pocket nukes and few enemy guns around will always avoid entering main zone, stupid newbie ones will enter and get focused as hell, recieving tonn of shells and explosives per time. i understand this as experienced tanker and antitanker, and you have these silly thoughts that little piece of map will really make tanks (which should firstly survive and only then fire and take fire) go to get killed by lol-rushers. what should i respect in your childish fantasies?
This has already been discussed in a number of topics. The maps are big enough. The problem is in the poorly simulated capture points. Where there are only a few attacking arteries, and no matter how large the map, only 30% of it is used, giving the impression that the maps are not large enough.
The first thing to do is give up all the gray zones and open the maps completely. Another job would be to redesign the capture point localizations, and make them more variable throughout the map trajectory.