The current way units deal with certain types of enemies is not absolutely gamebreaking, but i feel like certain wishes and other suggestions can be implemented through this proposal.
Firemodes
Currently set to only fire on a selected type, a possibly easier (to implement) alternative would be not a exclusive setting for the targets, but a high or near max preference and waiting/range setting for the selected target type. Here are situations i can imagine benefitting from this idea:
- a single or group of snipers perched atop a high ground/building, fires at the special enemies in an oncoming horde first, but as the ground level defenses are insufficient the horde approaches the barbed wire/wall/firing line, where the snipers will start to fire at any zombie coming withing a certain distance from the sniper to help prevent being overrun, or additionally firing at zombies approaching an friendly unit.
- a total removal would not be wise either, as for example a group of Javelin assaults fast roped onto a buildings roof can still pick off any passing special or juggernauts with the current settings.
- a group of Cerberuses (Cerberi ?) Equipped with 105mm cannons storming through a infested area under assault by friendly forces as covering fire could still fire at hives and infested walls while passing by, but also fire at approaching specials before they can inflict damage to them or even onto normal infected when a mistake has the vehicles run over by a swarm. Would remove a micromanaging situation in this case.
A more complex solution id like to offer for consideration would be a rework of the system to manage these firemodes seperately, as in the player has the option to use the given fire mode options, or edit these within a separate window. Possible settings would be 3 options per enemy type, which would be a ignoring of the type entirely, a low preference or a high preference.
For example, to add a specials preference to vehicle turrets but the normal settings for the infantry infront of them, or the higher damaging units of a squad/away team like gunners, snipers or such dealing with the specials first to avoid being blown up while moving.
Damage types
The idea behind these damage types is a categorization and effectiveness of just two types of damage, flesh/normal and armor damage. While it would add another value to current guns, i suggest giving normal rifles no or very light armor damage while snipers, missiles and cannon shots have either high armor damage or both values high in more ... overkill options for a smaller infected.
The suggestion ties into the above firemode change, by setting the default firemode of the units based on the performance of their weapon, for example:
- a normal M4/M16 with no special ammo fires at any enemy except certain structures and armored enemy units due to the little armor damage
- the mk17/Scar-L with AP rounds does more armor damage accordingly, but the standard/flesh damage is not superior either unless a very overall effective but expensive alternative is chosen
- the M98b does high amounts of normal and armor damage, allowing for a focus on heavier units first but still appreciated high damage against VIPs
- the SMAW, outfitted with HEAT or MP-HEAT does incredible normal direct and AoE damage and excels in armored damage, offset by being carried by Engineers only and a small armor pool and firerate
- larger explosive ordenance (missiles, bombs and mortar/arty shells) do primarily normal damage and according AoE, but still do armor damage when the explosive mass exceeds a certain value, with fairly small armor damage AoE but good armor damage added. There is just a physical limit to how much explosive mass any armor can withstand.
This would avoid unnecessarily tanky enemies, instead promoting a more strategic and tactical approach to certain fights.
Sorry for writing so much, almost maxed discords letter limit for entries too 😅