With the upcoming Saboteur class on it’s way, we know that the developers have the capacity to adjust ticket costs for different squads. Naohmcete made a post for this to also include the Biker squads, but why shouldn’t this be a universal factor for every squad type?
With exception to tanks and planes, all vehicle classes should drain tickets at spawn depending on their quantity of soldiers. The ticket drain system already accounts for decimal values. This means that if the default ticket drain now is 12 per squad:
9 man Rifleman Squads, as well as Tanker, Fighter and Attacker squads maintain 12 ticket drain per spawn.
7 man Assaulter Squads cost 12 x (7/9) = 9.3333 Tickets.
6 man APC Squads cost 12 x (6/9) = 8 Tickets.
4 man APC Squads cost 12 x (4/9) = 5.3333 Tickets.
3 Man Rider Squads cost 12 x (3/9) = 4 Tickets
3 Man Squads of any kind (level 1 squad w/ no upgrades, for example) cost 12 x (3/9) = 4 Tickets.
Why does this matter? Here’s a few reasons:
Rifleman Squads, while still meta at BR 5, will drain tickets faster than other squad options. Squad ticket value becomes a factor in selecting a squad to spawn.
Use of squads with lower maximum soldiers will be more viable.
If you have teammates with un-leveled squads, their spawning is less consequential to your team.
There is potential for default ticket drain to be adjusted after these changes if they extend matches too long after implementation. Default ticket drain is also currently dependent on how many players/bots are on a team, so ticket costs could still increase after these changes (the calculation just applies the new default value to the calculation).
I’m looking forward to reading your thoughts and feedback!
I’d agree to this if Riflemen squads got a rework, letting them have four specialist slots, and one MG plus one Assaulter being able to be brought at the same time as a engineer (at a minumum, engineer + AT ultimate wish).
Riflemen squads are only META in BR V, Assaulters take the scene in all other BRs… I don’t think it’s fair that they’re being excessively penalized in all other BRs because of it…
The reason for why I’m asking for this is because I believe Riflemen should be the jack-of-all-trades squad, average in everything, very good at raw-capture power, but specialists do certain things better (Assaulters have more raw mobile firepower, MGs have more raw firepower when stationairy, etc).
That they’re screwed up balance wise in BR V isn’t the fault of riflemen, it’s the fault of SF-Rifles.
Also because I want to recreate historical squads, that usually had one MG gunner and a officer who’d have a SMG (true for both Germany and the UK/Commonwealth)
The production team seems to have always used the manpower allocation as a means to balance the differences in strength among the various factions. Therefore, I think this idea is acceptable, but I believe the production team will not modify the relevant settings.
Longer games less kills and for that reason i’m out.
Maybe im trying to find a reason to my liking but its fine where it stands and there is no reason to change it.
Alas, you pull back the curtain and reveal most likely the root of what this post is for.
Will also incentivize people to take underpowered or more so squads with lesser man power which uh apparently was argument for saboteurs is that this is a squad based shooter so you should be focusing on expanding your squad not penalized for doing so and or incentivized to make it smaller.
Why. Why should you be going against what you earn and upgrade to do so.
You could make the argument maybe guerillas however their ability more than compensates for whatever ticket usage you may deem to find a problem
You are trying to introduce a whole new mechanic (more so branching hook one we have) and why? Because one squad that nobody asked for is utilizing the feature? Because you want to nerf rifleman? Because people are too stupid to not properly tier themselves? The ticket system is fine where it is.
Kills would stay the same.
Spawning in 9-man rifleman squad 2x times would cost the same as 6-man engineer squad 3x times for example.
This game is a rather shitty squad based shooter, if we’re being honest. Your AI walks in a conga line across battlefield with little awareness or comprehension of cover. Those with brain hide their AIs and use each individual member by themselves, making the most out of each of them. For that you don’t need 9-man, 6-7 man squads are enough and easier to hide.
It’s not going against it, it’s just to balance out players who have unlevelled squads. Paying the same ticket cost for a 4-man unlevelled squad and an 8-man fully leveled squad is a bs.
Not a good idea… punishing the people who have gotten to the end game.
I mean haha talking in terms of game survival probably not you want to retain new player retention
In which case new players aren’t focusing on squad size and probably don’t even know what the number means nor even care how many are going down until it’s gone.
This yeah actually doing the math is true… i just don’t like the idea of bigger squad costing more tickets… it works just fine as a simple concept for how much you’re taking away each spawn
No reason to complicate it further only to pad new players while punishing older ones… once again realizing it’s probably more healthy to focus on the newbies.
One soldier’s death deducts one unit of manpower. Is it really difficult to implement this in the code?
The main reason is the developers’ laziness in setting up the game!
The developers should now change it to “One soldier’s death deducts one unit of manpower”. I don’t think it’s a complicated task.
This reform is needed right now.
For each soldier killed, one unit of manpower is deducted.
If there are several people in the team, then deduct the manpower of those several individuals.
It makes sense on the logical sense and being prude, you decide to take a bigger squad to have numbers, you might as well pay for it and if they get wiped out easier, it’s your fault/responsibility.
It pads to both actually.
If someone on the team is using unlevelled squads, he becomes less of a ticket drain for you, meaning “you” get more squads to spawn in return. I see it as a win-win tbh. Grinded players have more reserves to play with and Leveling players are less of a drain on tickets, whilst still getting to play around, just being less of a hinderance to their team’s efforts and it’s not as painful to look at a guy with 5/10 when you know those 10 deaths cost your team like 50 reserves and not a 100 like it is now.
This is a hard no. Specialist exist for a reason and that is cause they are excelling in one role that is useful for player.
rifleman squad is only meta on BR5 and otherwise it is pretty meh on BR 1-4. It doesnt make any sense for assaulters to cost less than rifleman when they are better at most BR than rifleman squad.
also 6 man or 4 man APC squad doesnt matter, cause you are not using APC squad for its soldiers, but for its spawn capability.
also squad size really doesnt matter when they mostly die randomly. if you could actually tuck them in somewhere and use every soldier in the squad individually i would agree with this, but you point at some place for your soldiers to hide and they are everywhere except that place trying to get killed.
All specialists have something over a basic rifleman, that is true, but it is often a situational weapon (AT, Mortar, Radio) or utility (Engis), which requires effort/know-how to make use of properly.
Additionally Rifle squad can have up to 2 - 3 of these specialist, if you decide to give up the SMG/MG/Sniper, so you still have limited access to these options.
Yeah Assaulters or even MGs ought to cost more tickets per soldier, probably even Snipers to be fair, but the rest, I am unsure.
You have rifles which have immediate return value by having 9 lives in total, regardless of how many get actually utilized.
And you have AT, which unless there are vehicles is useless, maybe except when you use it for splash against infantry in rooms. Engies which require effort to make up their value. Combat value is the same in terms of individual soldiers (all have Bolts or semis) so these specialists have to make up for that 3 lives difference otherwise they are just worse overall.
So between Rifles and Specialists, focused on versatility/utility (not SMG, MG, or Snipes) you stand between having Instant value (Rifles) X Potential value (AT, Engis, Radio).
I dare say it ought to be like this:
Instant ≠ Potential
Since one does not require anything to work yet still retains limited options, the other is situational or requires effort. So logically the instant value (Rifles) ought to cost more over the potentials (AT, Engies) in the end.
9 soldier rifleman squad is also potential value. bots are shit and wont get you many kills. potential is having more soldiers to survive long enough so you can switch to them when you die.
It’s instant 9 lives from the get-go instead of just 6. Taking AI into account would still prove disadvantageous even to the 6-man squads as well, it might even be worse since taking out all the AI in 6-mans requires 1 bolt mag. 9-man requires 2 (unless it’s Lee/SMLE). Even at BR III to IV, maybe even V, the 9-man would require Semis to reload as you often have to two-tap.
The “root” of this post is the implementation of Saboteurs, and how they are being introduced with the reduced ticket spawning. I felt like the best thing to do you readers/voters was to express all of the ways I could think of that this suggestion would change the game.
People will be “incentivized” to take smaller squads, but primarily squads of maximum soldier capacity. Because that maximum capacity varies from squad to squad, and map presence/larger squad numbers are inherently more valuable, this just means that the squads are closer in parity, without having to make all squads 9 man squads.
Also, wouldn’t this increase overall numbers of kills, since the average ticket cost per soldier is reduced? The math isn’t mathing.
again it is potential 9 lives instead of potential 6 lives. if most of my squad dies by the time i need to switch to next soldier, it doesnt matter to me if i started with 6 or with 9, when i use max 2-3 soldier per squad.
or enemy just uses smg or mg and just moves down your squad. your hypothetical requires you to reach enemy with full squad which is almost impossible in this game(idk when was the last time i had full squad to squad fight). almost always your squad gets hit by random HE spam or from enemy bot taking down your bot from 150m or your bots jump in front of enemy instead of taking cover.
The fact you initially addressed that accusation further makes me think it’s the truth… nobody wanted saboteurs anyway people are trying to get them removed… now you want to introduce a new game mechanic because of them?
However yeah haha i did that math and they are the same ticket cost for squad sizes and even maybe less in certain circumstances… i digress on that and am purely against this.
The game has been out for 5 years… you introduce a mechanic like that during the start and if they thought it was a good idea they would have included it then.
You are taking advantage of something you are for one likely against, secondly is going to be removed, thirdly is just general shite to nerf bigger squads cough cough rifleman because you were told you can’t nerf the gun to be unusable.
Adjusting it this way can reduce troop losses for the attackers.
That way, when teammates use small squads like snipers or signalers, their impact on the battle will be less significant.
This is a good suggestion. I’ve thought about this for years.
But I think this is just the first step.
We should also suggest further changes:
Defenders should not have infinite spawns.
The reinforcements attackers get after capturing a point should decrease as the match goes on.