Here are some thoughts on changes that I think should be addressed:
Tank Destroyer:
The tank destroyers in the game have a bad style of play due to the small distances of the proposed maps, I think that if they are to be implemented it is worth making a mode with larger maps and with an increased number of players.
Bombers:
In most cases the bombers called by the soldier are ineffective, the planes are farmed for planes that use the opportunity to score points, but if they are destroyed by the bombers, the downed player takes no kills.
My take would be to buff them and make bomber kills affect the units available to the attacking team so you keep an eye on your air defenses while attacking.
Unique vehicle modifications:
It would be nice to be able to make the playstyle of the vehicles unique by choosing which types of bonuses you can add to your vehicles or to modify the tank’s machine guns while always maintaining historical fidelity.
Artillery:
artillery is decisive for capturing a point, removes all opposing infantry.
In my opinion it should be a double-edged sword, being able to call a bombardment on a point should also prevent the attackers from being able to stop on the target.
I have many other ideas and news, let me know what you think.
Nah, especially since the bombers are very challenging to intercept before they bomb unless you are already in the air with a fighter (and even then in many cases, many fighters have very anemic armament vs 5 bombers).
I would randomize the dropped bomb load.
Not just 60kg, but maybe:
60% chance for 60kg
30% chance for 100kg
10% chance for 250kg
In maps with carrier take-off, the lead time should be 20s longer though.
Tank destroyers would be ok for the maps in existence, IF they didn’t have to worry about explosive packs. The armor protects decently against frontal tank attacks and AT launchers, but the “All Purpose Grenade” just ignores that. Personally I think the game would be far more entertaining if it were removed or heavily changed.
Contrary to popular belief, the bomber raids main purpose is NOT for kills. Even if they get zero kills, it does not mean they were ineffective.
The bomber raids main purpose is area destruction. Breaking a lot of cover and fortifications, and opening up the battlefield. This can be a very powerful move for either team to do.
Until the AA is fixed, I don’t foresee changes like you suggest being good for the game.
Please Elaborate.
Artillery goes beyond just killing infantry. It destroys fortifications that are within line of sight of the explosion and within fragmentation range.
The better solution in my opinion is that fortifications should have much higher durability, especially sandbag walls, to give adequate cover to infantry.
Think about it. Even in more open objective areas, taking shelter behind a sandbag wall would potentially save troops, unless the blast came from behind or direct hit.
In the event the objective is within a building, sandbagging the windows could prevent troops inside getting killed.
Lol, please stop spamming this thing everywhere.
OP want larger map size to use it from far. But you want to nerf explosive pack to let tank destroyer come closer. You two are talking about different things.
You said the same stuff for tank, so this is not the reason why tank destroyer is bad in this game.
Please, don’t spam your suggestion by connecting it with unrelated stuff.
It’s related. It effects balance any time there are tanks involved and why they are ineffective at pushing up.
In this instance, tank destroyers are destroyed far too easily when they push up, despite proper angling and heavy frontal armor that should protect them from frontal attacks from tanks and AT. There shouldn’t be an issue.
Yet, lo and behold, the explosive pack, that can be used on any infantry type, and carry multiple of, completely ignores the heavy armor and can be used from a pretty good distance especially with the perk.
That is an issue in regards to game balancing. Which is why I brought it up.
Don’t like it? Here are your options:
Figure out a valid counterargument as to why it is needed and I will happily debate with you.
Go to my profile and “mute” me, you won’t have to see my posts anymore.
Suck it up buttercup. Nobody is forcing you to read and respond to my posts.
easy fix for the tank destroyers is to give them larger wider area of operation to other tanks that allows them to flank outside the regular limitations of other tanks
similar to how planes can operate well outside the grey area
tank destroyers should too
and then a counter system needs to be developed
such as the idea of paratroopers being capable of dropping on them to deal with them
You said the same thing for tank, so this is not the main problem for tank destroyer.
Explosive pack is a threat for both tank and tank destroyer, but why people only said tank destroyer is bad?
I don’t mind that idea at least to some degree. My biggest issues with it are:
How long it would take a tank destroyer to get that far out and would there be an effective angle from there?
How far out are we suggesting approximately?
There perhaps needs to perhaps be larger field guns built into the map that are angled out toward the flanks, this way there is a reliable way to deal with them if they do go out that way. These can still be destroyed (and repaired with an engineer), but its an option.
In case you were somehow unaware, “tank destroyers” are still a type of tank.
In this specific post, they are only mentioning tank destroyers. However, plenty of other posts highlight that tanks are problematic because they don’t push up. Tanks generally don’t push up because they are too easily destroyed by explosive packs. Hence lies the issue.
depends on tank speed, but time to get out there for flanking advantage makes sense if we think about planes and how they fly out to their reload points back and fourth
the angle would have to be at minimum exactly both side flanks extended, don’t know if you would allow anything beyond the spawn bases of the opponents because then it would just result in spawn camping
map redesigns to give some good positions on flanks to be an extra threat to other tanks makes sense, and it would keep regular tanks occupied with an extra layer to think about when setting up for their usual farming
how far out would need to be tested, depends on maps, no point having it if they have no line of sight to be of any use for example, so some rework might be necessary just to give them some various options and positions to operate from on both sides
does make sense to have emplaced AT guns similar to how mg42s are out on normandy all over the place on dday map
Most tank destroyer don’t have a turret, the play style is different from tank.
This is why I said you keep connect unrelated things together. OP is talking about tank destroyer problem, I don’t know why you keep connect it with the explosive pack problem that affect both tank and tank destroyer. There is a reason why OP is only mentioning tank destroyer.
currently people prefer to use a regular tank opposed to tank destroyer because they prefer a tank that has more armor than a better gun (and some cases they also get a better gun) because there aren’t enough ambushing opportunities that an actual tank destroyer should uniquely engage in specifically for its role
so opening up a specific difference for that class of tank would give it a unique reason to be played and do its job
which currently it is outclassed and not enough opportunities in the game narrow maps for it to shine
What about the issue of repairs?
If the tankers jump out to make repairs, will they die to the greyzone?
If not, what stops players from spawning in a tank just to be able to flank up a side they otherwise wouldn’t be able to, jump out with tankers, and come in from a side otherwise inaccessible to enemies?
My best suggestion for that would be a bubble effect, where they are fine as long as they stay close to the tank, but cannot run away from it.
well perhaps they could have specific repair stations specifically for those tanks a little further out of the way
but also they could make it so that tank destroyers have the ability to repair from within the tank in those areas unique to them and so that foot soldiers could not use that area
the bubble effect also works if it’s limited to just the tank crew
1)often the tank destroyers are open and expose the personnel to the fire of the infantry that manages to outwit them, without a doubt the tanks that are able to move in the middle of the fight like the tiger or the American jumbo are much stronger and more useful, compared to these mentioned the tank destroyer has no advantage.
regarding the bombings, it doesn’t make sense to waste 5 minutes of artillery to raze allied and enemy buildings to the ground, we are talking about a very superficial advantage and at best the enemy could rebuild them in a very short time so I would not define it as a tactical move.
I really like the idea that there are so many commands for tanks, I would like the developers to add some customizations to create their own style of play with each tank, for example:
being able to modify the turret (make it spin faster)
mount more reinforced tracks
add a heavier machine gun on top
add reinforcements on the sides of the tank
incendiary ammunition
As for the artillery, I don’t think there are any shelters to build to protect yourself from an attack…so I think it’s still completely biased as a choice.
It breaks far more than what could be broken otherwise, and clears large areas of cover. I can tell you first hand that it has made a game changing difference most times that it drops in my games.
I highly doubt if much or any of that will happen. While historical accuracy may no longer be their primary concern, they won’t make crazy changes like those.