Some of reapers previous suggestions would actually be a good thing for the game

Having specialized units focusing on destruction would actually be a good thing If we had such things people wouldn’t so carelessly throw troops into the fire just to swarm an objective

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Also locking capzones in Invasion.

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not talking about that one i’m talking about the one where soldiers should not be able to disassemble tank traps or Barbwire or sandbags

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Both of them are good suggestions

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You’ve seen the thread about tank wrecks sealing whole cap points.

Now imagine indestructible tank traps, dumb AI and a player with an engineers squad who thinks he’s funny.

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His idea i think was that only engis can dismantle heavy fortifications, while other soldiers would need to use a consumable or special item like a TNT charge to destroy them.

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Which makes some sense, but it would increase even more the importance of engineers over every other class.

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Can you please stop shitposting and spamming.

This place has become so much worse since you found it.

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Imagine.

Imagine dumb teammates barb wiring all friendly rally points… And not being able to remove said wires…

Yes… such a “wonderful” idea…

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Ugh…gotta love the aspiring engineers that fortify every entrance to a point, including the side your team uses to get in there.

Having said that i wouldnt mind engineers being able to remove tank wrecks and the big stuff…

Perhaps carrying a tool kit to remove all the little stuff. (Available to anyone)

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Those were very bad suggestions. “Specialized units needed to dismantle fortifications” means that putting hedgehogs around a tank = death of a tank, because tankers have no tools to dismantle it.

Also - it means more engineers in the game, while their number in squads is limited.

As far as I’m concerned if a tanker is dumb enough to go where enemies can get them and then sit around long enough for enemy engineers to build hedgehogs to trap them then they deserve to be stuck there.

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Teammates would be able to deconstruct friendly structures still, though when they do, it should pop up an indicator message that says who destroyed what, that way, in the case of a troll breaking everything just to be a dick, they can be accurately reported for it.

That’s the point. By default, the only ones that would be able to break down enemy fortifications is engineers. However, if other infantry units are carrying the toolkit consumables (the ones that currently exist as an alternative for medkits), they can spend them to remove the enemy fortifications.

This means that specifically in order to deconstruct, engineers would gain more field value and be more vital. Additionally, it would actually help to decrease grenade spam as the backpack slot would be needed for non-engineers to be able to carry both medkits and tookits. Therefore, less grenade pouches.

Actually, technically if he’s going off my posts, the tankers would be able to remove the hedgehogs, but it would cost them tookits to do so. So either they will need to carry extras via a backpack, or they must choose between removing hedgehogs or repairing the tank.

As I mentioned just above, it would help reduce the grenade spam in the case of tankers too, as its all too often that I see a tank roll up, the crew jumps out and start spamming grenades, as they are being used as an armored transport for an assaulter crew.

Their numbers in meta squads are fairly limited yes. But with this change it could shift people away from just using the same old rush squads in favor of other methods if they wish to go with engineers.

The option for toolkits still stands though. It would just require sacrificing other backpacks for it, and you would still need to protect the soldier carrying them.

Obviously, I still think its an idea worth exploring by the devs. It would really help to change the game around in this way.

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Nah. I coukf just make a Mkb and AVT/ auto rifle engie squad and could still spam nades and autos.
Real mastermind.
Or just thrown some tnt and arty into the fortification but I guess this would also be nerfed because otherwise you wouldnt have fun with it.

Sounds really realistic since I guess you need tools to topple down a bunch of sandbags.

If this happens to you a lot of times your team doesnt really seem to be that hard to fight if tankers repeatly troll you.

You know that engineers can equip auto weapons?

Yeah, this is great way to make the game so stale its bascially WW1.

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Epically when the tools in the toolkit are for repairing vehicles!

Sandbags are different question but at least tank traps and Barb wire need specialized tools At least carry some wire cutters if nothing else.

The idea of this post and reinforcing on reaper Stuff is to make people play more strategically instead of swarming the objective and not protecting any of their valuable troops

Do you actually realize how difficult it is to topple a wall of sandbags in reality? If it is constructed correctly, similar to how these are in the game, you wouldn’t be able to topple them by hand. You can apply as much pressure as you humanly can and will not topple that wall.

There is a REASON they use sandbags both in war and against major weather such as hurricanes (common where I am). Its because a wall of sandbags can withstand a massive amount of force without giving in or falling.

So I hold to what I am suggesting. It should require a toolkit to break them down.

No, sandbags are part of this too. They should require a toolkit or engineers to remove.

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I agree but maybe you shouldn’t be able to disassemble it with a toolkit maybe a crowbar

Very weird. People are targeting tanks at first place, yet you say that big tank rushes straight into the objective and the crew jumps out to capture the point.

If idiots dont know how to defend then a stronger fortifications will not help them.

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Maybe all units other than engineers should need a tool or toolset (wire cutter, etc?) To be able to remove obstacles.

The binocular slot could be used to such toolset.

Otherwise it’s just too easy to remove barbed wire and such

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