To diversify the role of each class, I suggest adding more class-exclusive perks, as well as perks with both a clear upside and a clear downside.
Build diversity in Enlisted boils down to vitality/recoil perks, or basing it off whatever of the 3 backpack items you’ve picked to equip. From medkit spam, to nade spam or relatively mundane ammo pouches.
As for what perks are appropriate for each class… Just make random suggestions that aren’t broken or would require too much from the existing game mechanics.
Something like…
Mine detection for everyone
1s fuze timer reduction for throwable explosives for everyone. Cannot be used alongside grenade pouches
Bullet drop indicator if you hold your breath for snipers
The ability to carry 1/2 more TNT charges/AT mines for AT gunners
The ability to fire your flamethrower while at normal moving pace for flamethrowers in exchange for health reduction
1/2 more magazines/reloads for gunners in exchange for 5%/10% movement penalties
25%/50% reduction in dispersion when braced for gunners
15%/30% reduction in dispersion while hipfiring for riflemen
Ability to equip 1 small backpack slot item alongside existing backpack slot item for riflemen
40% reduction in hipfiring dispersion when moving for assaulters. ADS penalty of 0.3 (rendering their ADS speeds similar to LMGs)
These are just thrown at the wall and subject to whatever change is necessary to address any funni criticisms. You can also add your own.
Every class feels same-y. I’d rather that they dig their heels in and fully embrace their niche because BR5 boils down to ungabunga.
Regarding small backpacks, etc, I was thinking about making weight matter more in the game where each kg would matter because, of now, it barely matters at all.
I imagine there’s some practical difficulty when it comes to implementing a more believeable weight system.
Some weapons, especially ones for AT gunners are among the heaviest in the game. We have disposable panzerfausts held in quantities of 5-6, and there’s the funni Type 97 that weighs over 50kg.
In sims, a weight system is combined with a backpack system that usually also manages the ammunition you hold as separate items you can bring more or less of, but in Enlisted, ammunition distribution is intended with relative parity in mind. All SMGs get about 150 rounds total, SA rifles around 50, and so on.
There’s also the issue of making sure every weapon is properly weighed with minimal placeholder values, as well as adjusting for their respective speed penalties.
BR balancing of weapons also didn’t consider their weights.
In my opinion, making a weight system work requires every piece of equipment to follow a strict formula where weight correlates to both weapon handling, as well as stamina for movement. We have special considerations for weapons such as BAR variants handling closer to automatic rifles despite being slightly lighter than conventional LMGs.
I would love to see perk diversity. Right now the perk tree doesn’t even feel worth opening on several classes.
Here’s some more:
Repair kits can fix damage on all vehicle parts instead of just select ones, but have % less charge.
% increased reload speed, but % increased dispersion
% reduced hearing range of your footsteps, but % reduced field of view
+% turret rotation speed, but % reduced mounted MG ammo per clip
increased zoom when ADS/focusing, but %increased recoil
And I think there’s much more potential for perks, mayn class-specific ones as well. These would make the grind a lot more fun than the current research tree does, as you can try out new perks on different soldiers for variety.
I’d definitely like the diversification of classes. Not sure why you feel the need of some perks to have downsides, but whatever. It’d still be cool nonetheless
This is something I can definitely agree with. The metas NEED to be broken by adding unique abilities and strategies.
Ok, but it needs to be on the combat tree, and cost 3 or 4 points per level.
(Each level increasing distance which they can be seen at.)
Not too sure how useful this would be, but I’m not opposed to it as long as you can’t use it with grenade pouches.
Not really any point, as there isn’t noticeable bullet drop, due to how small the maps are.
Interesting way of going about this.
I would like to see engineers have this ability as well.
Make change the effect of grenade pouches to be for mines.
Allow TNT to connect multiple charges to one detonator
Allow players to place the detonator somewhere, where it can be activated by other characters too. (in case that one dies.)
Alternatively, it should reduce the amount of ammo they can carry. Significantly.
I could agree with this.
I know many players keep wanting lasers instead of bullet weaponry, but the dispersion isn’t what should be effected with this. RECOIL is. A 25% overall recoil reduction for MGs and 40% overall recoil reduction for others that are braced would be plenty effective.
Simply no.
Backpack system needs to be changed up a bit overall, without needing a perk players should be able to choose either 1 large pouch or 2 small pouches.
Major NO.
Again, the last thing we need is laser like precision. You want to change recoil, fine. The dispersion however needs to stay.
(If you have such a bad problem with dispersion, I highly advise you to fully upgrade your weapons, as this reduces much of the noticeable dispersion at effective ranges.)
Riflemen
applying a medkit to pick up a teammate from a downed state takes less time
damage taken from fragmentation damage reduced by 5%.
faster bolt-action speed upon a kill (can stack with the other perk, making bolt actions function much faster)
Assaulters
more zoom when braced
less suppression effect from MGs (if they were to add it)
quieter footsteps
Engineers
ability to dig 2x wide with the shovel (allows players to dig more effective trenches much quicker
increased speed of reloading engineer structures (AT field gun and AA)
faster cooldown/ longer time to overheat on (H)MG nests
more zoom on (H)MG nests
ability to see aircraft lead markers from further out (useful for AA)
ability to carry extra mines, of any kind, but must have explosives pouches equipped. (they would be the only ones capable of equipping extra AP mines)
more durable structures (10/20/40/80%) 2 points per
Flamethrowers
when actively shooting the flamethrower, damage taken is reduced by like 10%, but when not shooting it, you take 10% increased damage
Half ammo capacity, but a a significant boost to movement speed while the flamethrower is in your hands.
MG
the longer you shoot for, the less recoil you have. Allows for good suppression fire.
(AI perk) if near an ally/ player with the same type of weapon, and running low on ammo, this AI will automatically hand extra ammo to them. (I know this can be done with the command wheel, but them doing it automatically to help with intense MG combat would be great, and at a low price)
Mortar
(AI perk) able to fire in tandem with the player, will try to hit approximately the same location (end tier perk, very costly)
auto-adjust for distance according to pings or markers. (currently you have to manually adjust for distance, this perk would allow you to basically snap onto pings and markers)
Snipers
Faster movement speed with the pistol in hand
Marked targets (tanks, fortifications, etc) last longer
Medics
If the amount of healing that a syrette can heal exceeds the amount needed to fully heal the character, gives an overheal (temporary hp that is used before main healthbar, dissipates on its own over time).
an ally using a medkit from this character’s box will activate a 2 second heal equivalent to their medkit effectiveness (allows characters to use them for fast, effective healing at the location of their box) *
I very much agree. Plus there are some of them that are simply better off with a higher perk point cost, making it to where you actually have to chose between it or another of high cost.
I’m still of the belief that they should simply allow players to use either 1 large pouch or 2 small pouches.
This way small pouches are still relevant and useful to veteran players, while newer players aren’t simply outgunned by veteran players with larger pouches.
It would surely be hard to implement, but I would still consider it over dispersion.
Huh, I also remember that there were exceptions with the SF and even SA rifles, dunno if it was intentional, though.
Just change the BR numbers. It’s not like those numbers are set in stone (hopefully).
Ammo, in general, isn’t counted in weight, only the ammo pouches iirv. Regarding the Type 97, I would say there shouldn’t be a level where you can’t move at all but have major penalties, but Type 97 is an infantry cannon, so it should be fine in terms of balance.
There’s always the prospect of lowering the fuze to 3s with further point investment.
The fact dispersion is abhorrent when moving by default and its dispersion would only be reduced by this much is balanced enough. The idea is to strengthen assaulters in close quarters, but make them less suited to med-long engagements where you would need to use the sights to actually land hits.
Also I use nothing but maxed weapons. I haven’t touched an unupgraded weapon for about a year now. No exceptions.
Engineer squad with automatic primaries, extra AP mines, extra grenades, effectively unlimited ammo and the ability to build emplacements that can counter everything be like:
From what I’ve experienced, they are already top notch at close quarters, I don’t really see much point in furthering that even more.
That said, I still think they should need to be braced to have any further bonuses like that. In order to prevent run-and-gun massacres. They are plenty accurate as is in CQB range.
As I’ve noted before, I don’t think they should have automatic weapons. They were given access to shotguns like I had suggested (thank you devs) which gives them all the firepower they need.
As far as the extra mines/ grenades, the grenade pouch needs to be listed as “explosives pouch” and engineers (and others with similar perk) would need to CHOOSE between grenades or mines, NOT have both increased.