Suggestions for enhancing the features of different weapons, as well as suggestions for improving character actions and mechanics

Firearms in general aspect:

  1. Fully automatic full-power rifle and semi-automatic full-power rifle: increase the recoil force and make the recoil reach the level of the bolt-action rifle with the same type of bullet in the current version; Increased power to match the current version of the Carbine bolt action rifle with the same bullet.

  2. Add the function of automatic gun rack, automatically enable the function of gun rack when encountering appropriate cover and lying down; When shooting with a gun mounted, the obvious gun mounted prompt is displayed in the game UI. Weapons with tripod will automatically open the tripod.

  3. Intermediate power shot assault rifle: Damage increased to more than 11.0; Adjust the recoil force so that the recoil force can shoot the target within 50 meters accurately and fully automatic shooting, shooting the target 50 meters away requires a short shot level; Effective range is controlled at 400 meters.

  4. Chain machine gun: Increase the recoil force in the non-frame gun aiming attitude and waist firing attitude, so that it can only keep 3 to 4 short shots in the non-frame gun aiming attitude and waist firing attitude, and serious muzzle lifting punishment when firing continuously in this attitude.

  5. Cartridge and magazine machine guns: enhance mobility, reduce the recoil of non-frame gun aiming posture and waist firing posture (lower than chain machine guns), and speed up the aiming speed (higher than chain machine guns, lower than rifles and submachine guns).

  6. Overall submachine guns: Except for submachine guns that use Nambu Pistol bullets, the power of other submachine guns should be at least 7.0 or above.

  7. 7.62mm Tokarev submachine gun: Power increased to 7.3, increase long-range shooting accuracy, reduce long-range damage attenuation, strengthen the cumulative recoil performance of long-range continuous shooting, effective range control in 200 meters.

  8. 9mm Palaberum submachine gun: Power increased to 7.5, reduce long-range shooting accuracy, improve long-range damage attenuation, reduce the cumulative recoil performance of continuous shooting, effective range control at 150 meters.

  9. .45ACP submachine gun: Power increased to 10, hit the full health of the enemy must be knocked down but not killed directly, greatly increased the distance damage attenuation (100m damage less than 5.0), effective range control of 100 meters.

  10. Sniper Rifle: Cancel the rate of fire bonus for sniper rifles with fully automatic fire mode

  11. Restore the historical rate of fire of all guns and adjust the sound to match the rate of fire

Characters and action mechanics:

  1. Increase the loading system, set different maximum load values for different troops, and strengthen the negative effects when the load is too high (movement slower, sprint slower, climbing slower, squat movement, creeping slower , jump distance shortened).

  2. Increased the shaking action before lifting the gun when switching from rush (Press Shift or Press “W” twice) to sighting with sight: 1.5 seconds for machine guns, 1 second for standard length rifles, 0.5 seconds for Carbine, submachine guns, assault rifles, and full-power semi-automatic/automatic rifles (no shaking before lifting the gun is required when switching from walking to sighting with sight)

  3. Increased gun jump. Increased gun jump when using rifles and machine guns with levers to climb over obstacles to improve mobility

  4. according to different camps, weapons to restore the corresponding grenade backpack, ammunition backpack style.

9 Likes

Additional Suggestions:Nerfs AI’s long-range shooting accuracy, so that AI can be affected by the recoil of the gun.

5 Likes

cool, but.

I thought, historically at least, the parabellum was actually less powerful than the tokarev.

5 Likes

Dont use color, word on a grey font are weapon of mass destruction for eye

2 Likes

granted, but we also care for Germany.

2 Likes

oh yeah right.

Anyways, I just realized that autos with more than 7 damage tend to be OP anyways. Take for instance, the MP43/1, the feddy, the MKb42, the AVS, and others. So, maybe smgs shouldn’t have more than 7 damage anyways

Yeah I think there is an issue with Normandy engineers running around with STGs.

Personally, I hate joining a match and seeing 2 control points lost already. I think if that’s the case, I should get a 10% health buff throughout the game.

Also I hate jumping into a plane and sky diving until the plane loads. I also hate spawing and being stuck of running across the map with no control. Having to suicide my first squad.

If it’s loading, keep the loading screen up. I would rather join when everything is loaded and have it work and be a late to the match, then to be thrown into a broken half loaded game.

Just load the spawn first, and the characters. Even if the rest of the map is grey for a minute, I don’t care. As long as I can run and shoot when the game starts.

Really they are my biggest gripes. If those are fixed, and incremental balances make everything viable in some way, I’ll be stoked.

1 Like

I feel the same way

1 Like

Good advice