#General Gameplay Improvements & Balance Suggestions

1 messages · Page 1 of 1 (latest)

urban vector
#

1. Commander's Binoculars

Category: [Gameplay Mechanics] Currently, scouting is only possible through the gunner’s sight, which is often limited by the turret's traverse or fixed gun constraints.

**Suggestion: **Add a dedicated Commander's Binoculars view.

Details: This would allow the player to look around without rotating the main turret.

Mechanics: Include an animation where the commander pops out of the hatch (becoming vulnerable to small arms fire). The POV should be at the commander’s eye level.

2. In-Lobby Chat

**Category: **[UI], [Multiplayer] Players currently lack a way to coordinate before the match starts.

Suggestion: Add a text chat to the mission/skirmish lobbies.

Purpose: This will allow players to coordinate tactics, ask others to wait, and decide on faction balance (Axis vs. US) before deploying.

3. Panther Ausf. A Performance Rebalance

Category: [Balance] The Pz.Kpfw. V "Panther" is described as a mobile predator, but its current in-game performance feels off.

**Issue: **The turret traverse speed on the Ausf. A model feels as slow as the earlier Ausf. D. Additionally, the transmission response to steering commands feels sluggish.

Observation: Currently, players find the Pz. VI "Tiger" or even the StuG III more "usable" in active combat.

4. M4 Sherman vs. Panzer IV Balance

Category: [Balance] In encounters between the M4A3 "Sherman" and the Pz.Kpfw. IV Ausf. G/H, the Sherman often dominates due to its mobility and "volumetric" bounces off the gun mantlet.

Suggestion: Consider replacing the current welded-hull M4A3 with a cast-hull variant (M4A1 style).

**Trade-off: **This would make the hull easier for the Panzer IV's 75mm gun to penetrate, but to keep it fair, you could slightly increase the Panzer IV's reload time.

#

5. M4A3E2 "Jumbo" Armor Fix

**Category: **[Balance], [Historical Accuracy] The "Jumbo" is intended to be a "mobile fortress" with impenetrable frontal armor.

Issue: There is a vulnerable armor plate zone just before the turret roof. When facing Tigers or Panthers, this weak spot makes the Jumbo's specialized role as a "shield" ineffective.

Suggestion: "Stitch" or buff the armor plate on the upper turret/roof transition to ensure it can reliably lead charges as intended.

6. Map Commands for AI Bots

Category: [Gameplay Mechanics]

Suggestion: Give players the ability to issue basic commands to AI squad members via the tactical map.

Functions: "Move to" or "Watch direction" by clicking on the map. This would greatly improve the tactical depth of commanding a tank platoon.

7. Squad Replenishment Cooldown

**Category: **[Multiplayer], [Balance] Currently, if a player loses 2 out of 3 tanks in a squad, they often "Self-Destruct" the last one to respawn a full fresh squad.

Issue: This is immersion-breaking and rewards the enemy with points while the player artificially regains strength.

Suggestion: Add a cooldown for calling in a new squad if the previous one wasn't fully wiped out, or implement a "refit" mechanic at the base.

#

8. Effective Armor UI (Slope Calculation)

Category: [UI] Current State: The UI only shows nominal armor thickness and the impact angle (e.g., 50mm @ 30°).

Suggestion: The UI should display the Effective Armor (Line-of-Sight thickness) directly.

**Why it's needed: **This would help players understand why they aren't penetrating. For example, instead of just showing "50mm @ 30°", the UI should calculate that the plate actually acts as ~58mm of protection. It’s much more intuitive for the player to see the final "real" armor value they are trying to beat.

#

9. Cumulative Repair System

Category: [Gameplay Mechanics]

Issue: Currently, if a tank is repairing a track and the gun barrel gets hit during the process, the repair timer often stays the same.

Suggestion: Damage to new modules should add to the total repair time. Repairing a track plus a gun should take longer than just repairing a track.

10. Enemy Spawn Points on Map

Category: [UI], [Maps]

Suggestion: Clearly mark the enemy's reinforcement/spawn zones on the map. This helps players understand the "flow" of the frontline and prevents accidental spawn-camping or getting caught in a sudden wave of fresh enemy spawns.