Removing features is just a lazy move, instead pls add more depth to squad mechanics

Let’s be real. Putting a hard limit on two squads per type won’t solve tank/flamethrower spam and plane cycling since you can bypass it so easily with premium squads. 6 mkb/avt is not stronger than 9 fg422/avt. In fact, engineer squad is quite underpowered currently, so I struggle to believe how keeping Stalingard engi squad as a special feature could break game balance.

The solution is so simple and it’s already in the game. Just introduce and expand the spawn points mechanics from the last fairfight event. Make it so that when spawning the second squad of the same type, the player will pay a small cost like 250 points; while spawning the third squad, the player will have to play a large cost like 1000 or 1500 points, which realistically could only be done once or twice per game. In terms of vehicles, they should always be expansive like CAS in warthunder. So each time the spawn cost is doubled like 0/500/1000/2000 for tanks and planes separately. In this way, spawn cost should put an end to endless t34/tiger 2 and suicide bombers. The players could still spam vehicles if they are super good or use suicide bombers as an emergency measure, but the spawn point system will put a soft limit and enable more tactical decisions when deploying squads. The dev can also choose to expand upon the system like separating the spawn cost of tanks and tank destroyers to make td an actual choice and putting harsher spawn cost restrictions on paratroopers and flamethrowers.

Stalingrad engi squad should not be removed but be used as a blueprint for more diversified squad roles. Right now, they should just be renamed as combat engineer squad, as a specialized branch of the default engineer squad. If the devs are truly concerned about the balance, just give them fewer supplies to work with so they can’t build as much. In this sense, we could expect more customizations of each squad type in the future. Otherwise, what’s the points of all the reskin squads that veteran players have? With the introduction of tech trees, it should be easy for new players to unlock these new features. If we really want the stalingard engi squad to be special, just make it like the Maus in warthunder, only obtainable through annual reruns.

In all, the devs should not put a hard limit on player choices. Instead, they should guide players into healthier and more tactical play styles with better game mechanics. I have come up with the above suggestions in less than 5 minutes and I am sure the devs will find better solutions. We really need more in-depth squad mechanics from now on, or there is very little for veterans to keep playing. New mechanics and special squads are beneficial to the longevity of the game. Oh, by the way, the premium squads should never be exempt from any rules.

7 Likes

I agree for the mechanics part. Yeah better mechanics instead of hard rules. However for the spawn mechanic thing it stops people from playing aggressively which is bad. Stalingrad engineers in my humble opinion is a problem because not some folks do not have a ton of Stalingrad engineers

3 Likes

I’ve said it before and I’ll keep saying it:

The best all around solution would be to expand the capabilities of engineers and the fortification related gameplay in this game. It would help many aspects overall, both offense and defense, and even help against spammed classes such as flamethrowers, assaulters, etc.

The thing is though, is that it is constantly met with resistance from the run-and-gun players that frequent the forums.

There is a time and place for that specific playstyle, but there should be solid strategic counters to it as well, otherwise we face the exact issue they are trying to deal with now, which is the SPAM of these classes.

5 Likes

That’s a pretty neat idea, i think they should let normal engineers to build stronger AT/AA guns, have bigger ammo boxes holding more ammo, add more durable sandbags, while combat engineer could hold different automatic weapons at the cost of not having upgraded buildables and even less resources.

That way both Engineer types would have it’s uses. Also fix damn AT guns they shake too much half of the time, it should behave like it’s affected by gravity it needs a certain weight, with tanks we have same issue why can’t they destroy trees most of the time? Why are small wooden watchtower is not breakable with m3 medium?

Devs don’t even play their game because they see no issue with paras being so much overpowered and versaire but a few AR engineers are like a Satan that need to be eradicated asap. Who thought that giving Tunisia Axis 6x Flamethrower II was a good idea? Where are QA testers do they even have them? I’m starting to doubt since bipod is still broken and heavy objects have barely any physical collision between smaller objects.

2 Likes

Or the at gun just scales with battlerate like having low battlerate pak36 and and middle battle rate pak40 and high battle rate pak43 and all soviet equivalents and us and japan and any other future factions at guns it would solve the weak at gun for example tiger vs 57mm AT