#Dev Brief Feedback

1 messages · Page 1 of 1 (latest)

arctic briar
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I can't join the experimental branch because I'm on console, but I'm writing this because I just read the Dev Brief and I can't believe what I just saw.

Let's go in order:

•1- Remagen

I don't have much to say about the Remagen rework. I like the historical accuracy, but I also understand that when it comes to a video game, you have to make compromises for the sake of gameplay.

However, moving the loading screen map date a few days later to fix the problem, seems like a complete joke to me.

•2- SPA

We've said it over and over again: these SPAs are NOT real SPAs. They are ASSAULT TANKS that are tasked with supporting infantry in attacking enemy fortifications.

With this patch, these "SPAs" will move like TANKS, shoot like TANKS, look like TANKS, but for some absurd reason, they won't be.

And allowing SPAs to fire on the move but only in first gear is a ridiculous and arbitrary balance.

If you want to add SPAs, add the real ones, with all their pros and cons.

•3- ARTILLERY

Now the real problem

Allowing artillery to be built anywhere in the first two sectors finally allows artillerymen to be able to move around to avoid recon camping, BUT this allows gunners to fire directly into enemy HQ, easily destroying the default vehicles that always spawn in the same spot.

You haven't solved HQ camping, you've taken it to a whole new level.

Now the best part.

"Building the artillery cannon near a munition node will generate ammunition for the cannon itself."

Now, imagine this scene:

Enter the game, grab the engineer, get on the supply truck and go build the nodes between the first and second sectors. Good.
Five minutes later, an artilleryman sees your nodes and decides to build his cannon next to them because, well, "free ammo!".
He starts continuously spamming shells, revealing to enemy recons not only his position but also that of the nodes you just built.
And in one fell swoop, the entire faction loses both artillery support and an entire set of nodes.

This needs to be removed asap.

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Dev Brief Feedback

neat sparrow
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trust, the point of limiting to the first two rows is so they probably can reduce the max range of the gun and still have it be effective acorss the whole map minus the hq

quiet gate
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I personally love these artillery changes and allowing the gun to be build anywhere was something many people have been asking for for a while, which balances the artillery guns compared to SPAs and making recon more fun to play. As for the node change, I also think it is a good idea as long as people do not do that situation mentioned above and the artillery operator/engineer builds his own nodes.

dark cargo
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Everyone wants nodes to be more relevant to the game, making it so you need it for arty resupply is a perfect way to do them.

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Now they just need to add uses for the other nodes

scarlet idol
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If I play as a support and nodes are built near the HQ I would redeploy-spawn HQ-redeploy to cut the cooldown by half for another supply box so there is a use for manpower nodes and even more so now with the flare gun having cooldown as well

arctic briar
dark cargo
# arctic briar You didn't read the full post, didn't you? You can't have relevant nodes if the ...

Well making nodes relevant is always going to make them more exposed and more likely to be taken out.
But also:

  1. you can build defences and mines around the nodes (and although arty engineer isnt going to be building barbed wire anymore, I hope thats not a change they plan to implement)
  2. you can always rebuild nodes when they get taken out. A lot of regular players dont realise that nodes need to be rebuilt when they are taken out.
arctic briar
# dark cargo Well making nodes relevant is always going to make them more exposed and more li...

I'm in favor of making nodes more useful and relevant to everyone, because this would encourage their construction, but what they want to do will have the opposite effect.
Nodes will be destroyed not because they are more relevant, they will be destroyed because the cannon will attract enemy infantry to that area.
And this will lead players to no longer build nor rebuild nodes, because it won't be worth it.

This is a truly horrible and unnecessary change that will impact other game mechanics.

dark cargo
# arctic briar I'm in favor of making nodes more useful and relevant to everyone, because this ...

Dude it's just 1 single munitions node that is needed, if the Arty crew is smart they will only build that munitions node with the gun and seperate their nodes to minimise the chance of the whole set being discovered. Also if they have basic intelligence, if they lose the node they will rebuild it. I don't exactly think it is the worst thing they ever done, I don't think it's the most horrible thing ever dude.