Turning The Binocular Slot Into A General Equipment Slot [Concept]

Expand the Binocular Slot – Give us real utility equipment!!11!!111!!! :face_exhaling: :sneezing_face:


The dead weight nobody really uses

Have you ever considered binoculars to be an extra piece of equipment people’d never use, essentially dead weight that drains your stamina faster and doesn’t contribute to the soldier’s role, even though the game keeps pushing you to have the slot equipped?

Despite the rework to spotting, binoculars still aren’t critical for every match. They don’t promote specialization within the classes that are meant to perform a specific task well. What better way to fix that than adding specific niches of utility equipment that go beyond simple inventory rework?


How should we define “utility equipment”?

Utility equipment should be defined as a non-consumable item that any soldier can activate and deactivate to offer a battlefield advantage without being used as a tool to damage enemy troops (unlike grenades, mines, or weapon variants).


The current problem

Enlisted soldiers’ equipment reflects their role. Certain classes get unique perks, which is great, but this forces players without premium or extra squad slots to generalize to make proper use of their 3 infantry squads, all without the trade-offs that come from overspecializing.

Right now the binocular slot is wasted potential. What if it could hold tools that:

  • Help frontline soldiers cut wire and deconstruct faster?
  • Let a dedicated soldier defuse bombs quicker?
  • Allow players to control AI more specifically?
  • Protect against future environmental hazards like gas?
  • Or give the player the full feeling of being a commander?

Proposed utility items for the binocular slot

Click to see full list with effects
Equipment Effect Faction Availability
Pliers / Wire Cutters +100% wire cutting speed, +50% faster deconstruction of structures All
Updated Binocular Marks distance on HUD (client-based unless APCs/Tanks, similar to mortars but everyone can see the vehicle’s distance); pings squad map with range, quick artillery call-ins to the location being observed. All
Bomb Defusal Kit -30% time to defuse objective bombs All
Mine Defusal Kit Able to disable AT & AP mines All
Gas Mask Immunity to gas artillery / environmental gas (already tested in April Fools) All
Squad Bugle/Whistle Equip and use to boost your own AI squad’s movement speed by 20% for 8 seconds. Temporarily boosts AI squad movement speed towards the player command All
Tourniquet Once equipped, heals downed allies 30% faster Event, All
Flag Signals Green, Yellow, & Red Flags to command AI movement; bayonet charges, seeking immediate cover, etc. Event, All
Signal Flare Pistol SPSh-42 Signal Flare; Marking enemy rallies, hidden APCs/Tanks USSR
Field Radio Earpiece All enemy/friendly radio operator call-ins variants w/ an icon (artillery, smoke barrage) are displayed on your minimap with a slow countdown timer, and you hear a faint incoming radio static when an enemy artillery strike is called near your area. Event, All

All items sit in the binocular slot, cannot damage enemies, and offer meaningful tactical depth without overshadowing grenades or mines.


Why this helps the playerbase

  • Rewards squad specialization without forcing premium slots.
  • Makes the binocular slot a real choice.
  • Opens up new avenues for events/updates (e.g., gas artillery, nation-tied equipment/grenades).
  • Gives free-to-play players a way to tailor their limited squads more effectively.
  • Allows for way more immersion without clouding existing game mechanics.

Feedback polls – let me know what you think! :smiley:

Should the binocular slot be expanded with non-lethal utility equipment?
  • Yes, it’s currently a dead slot for most soldiers
  • No, the current system is fine
  • Only if it’s strictly balanced and faction-neutral
0 voters
Should nation-specific utility equipment be added for the binocular slot?
  • Yes, asymmetrical tools are great for faction identity
  • Only if every faction gets an equally viable tool
  • No, keep utility equipment 100% universal
  • I want to see these unlocked through events or through TT Progression
0 voters
Which utility equipment concepts would you most like to see? (Choose up to 3)
  • Pliers / Wire Cutters
  • Updated Binocular
  • Bomb Defusal Kit
  • Mine Defusal Kit
  • Gas Mask
  • Squad Bugle/Whistle
  • Tourniquet
  • Flag Signals
  • Signal Flare Pistol
  • Field Radio Earpiece
0 voters
How useful do you find the standard binoculars right now? (1 = useless, 10 = essential)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
0 voters

Example image for the binoculars (concept mockup)


Video reference – gas mask in action

(lmaooooo legit the game’s own trailer im lazy to find footage)


I would love to hear your thoughts and suggestions for other non-lethal tools. Let’s make the binocular slot something we actually want to equip!

3 Likes

you could have bags so soldiers could make sandbag fortifications without a engineer

4 Likes

It could be a good idea, I think it should take more time to deploy than it takes to build with an engineer in order for it to be non-gamebreaking. My only concern is whether or not having that capability would cut into the maximum 10 sandbags we’re able to build.

1 Like

add “all of them” slot for the suggestion :smiley:

1 Like

I don’t care for the signal flags option. Just add those commands to the squad wheel. The rest are all good.