It has been requested a few times recently, as well as quite a lot in the past, to buff the resistance and durability of *Engineer’s Defensive structures (Barbwire, Sandbag walls, and Czech Hedgehogs).
One of the most frequent counterarguments is that especially in the case of barbwire, that it is “too spammable”.
Rather than implementing bits and pieces of this suggestion, for it to actually be balanced and work the whole thing needs to be implemented.
PLEASE NOTE:
This suggestion includes both buffs and nerfs to not just fortifications, but also soldiers as well. I know that some players are completely against dynamic fortification as a whole, but I remind you that it is one of the selling points of the game, and this is NOT CoD.
Fortification Blast Resistance:
First off I would like to note that currently, defensive fortifications are constantly getting decimated by artillery fire and bombs (among other explosives) very frequently. So frequently in fact that it makes them almost worthless to put down anywhere OUTSIDE of a building, as the FRAGMENTATION of the explosions break the structures, not even the blast themselves.
-
Make defensive structures IGNORE blast fragmentation. – The direct blast itself however can still destroy them. (This means that rather than decimating every structure nearby, explosions have to be on or directly next to these fortifications in order to destroy them.)
-
Explosives that the primary damage done is fragmentation (such as frag grenades, rifle grenades, etc) should do very little damage to structures even upon close or direct impact. Their purpose is to eliminate infantry, not fortifications.
-
TNT mines however would be considerably stronger and more frequently used, as their direct blast is considerably larger than most other sources. Additionally, if Bangalore Torpedos are added, they too will excel at removing structures.
Fortification Placement Restrictions:
-
Czech Hedgehogs will no longer be able to be placed indoors. (making them more used for their intended purpose of blocking vehicles, rather than cheesing the AI pathfinding)
-
Barbwire will only be able to be placed end-to-end (smallest sides together), but not side-by-side (longest sides together).
(This means that barbwire will be more useful as wide line, rather than numerous pieces being piled up in a doorway.) -
Sandbag walls need to have the ability to stack back, however, should not be able to be placed directly on top of the section of MG nests in which the gun sits. (This is to avoid use of exploits more than anything. Stacking sandbags on the sides should still be viable as it is the only way to improvise windowed sandbags currently.)
Additionally, sandbag walls should not be able to exceed 3 tall.
Troop Removal of Fortifications:
Currently, troops are allowed to “deconstruct” fortifications for no additional cost. This is an issue considering that it requires an engineer to build them and limited resource (engineer supplies) in addition to time to build them.
-
Only Engineers will be able to “deconstruct” for no additional cost.
-
“Toolkits” (The same ones found as an alternative to medkits in the store) would be required for non-engineer troops to “deconstruct” fortifications.
-
EDIT/ ADDITION: Engineers were recently given the ability to use shotguns as primary weapons. Engineers should not have the ability to take full-auto weapons by default (they can still pick them up off the ground like any other class).
This makes carrying a backpack with extra medkits and toolkits equally as valuable grenade pouches and ammo pouches.
Keep in mind, TNT would still be capable of destroying fortifications and is an OPTION to all troops.
The premise of this part is to equal out the effort, limited resources required, and soldier type required when dealing with fortifications, while making fortifications a more viable source of defense.