Tucking these things away in a public GitHub issue is not really the same as a proper announcement. Most people had no idea this was coming despite it being such a major change. And yes, I did see the changevoting thread but there was minimal further information given when asked about it. That's...
I actually appreciate this, which is why I'd tried to come up with ideas that could use all the new features but within the original war framework. I don't want to see dev effort wasted.
The idea was to dump a bunch of potential ideas and let devs cherry-pick whatever is feasible. I don't...
What does this suggestion change/add/remove:
I'm afraid that in practice the new war system sucks, I'm sorry. As points aren't really held between wars there is little incentive to care about the result of a conflict and so players are switching off. There is also not much point in being online...
Your average newer player gets 1 or 2 nades per life, if any - which doesn't cut it. Couple that with maze-like building interiors and an 'ambush' is not trivial to pull off. You might be inclined to call that a skill issue, but it's exactly why these players don't return to the server after day 1.
It's worth noting that opinion on this is likely to depend on whether a player is on the giving or receiving end of "jugg piles".
The class is overpowered by design, so it should be no surprise that stacking several of them ends up trashing the gameplay loop. Sure, it's a lot of fun for the...
What does this suggestion change/add/remove:
Basically give these jobs the same 10 minute cooldown that the Spy job currently has. There is currently a meta where people farm combat score all day for use in later wars, then spend an entire war playing the flamer/jugg. It's all well and good to...
+support
Can use the same ban system that the spy job currently has.
It's not entirely clear how people are farming such a ridiculous amount of combat score, but right now it results in 1 player dictating who wins a war. It's especially bad in Lane wars on points with no vehicle access.
+support
This sort of thing continually disrupts debriefs and also cheeses much of the infiltration aspect of spy gameplay. Ideally spies should only be allowed to enter the enemy base after their own faction's debrief has finished.
To clarify something - while people typically say "just use Teamspeak", that is not necessarily trivial for a general to do. In a busy war each regiment can be split among 3+ channels, which results in a lot of channel hopping for whoever is disseminating orders. That's partly why the voiceamp...
I think the major negative would be the excessive rules lawyering that linking warfunds to this is likely to generate. Too much of kidnapping in it's current state relies on calling admin sits. You're dealing with arguments about whether fearRP was broken, whether exec authority was properly...
What does this suggestion change/add/remove:
Add an additional mode to voiceamp which broadcasts only to members of a specified regiment. If a proper reg selection interface isn't possible, one mode per regiment might be workable with the current UI.
Possible Positives of the suggestion (At...
+support
Most people pay little attention to the inventory system. It's not well-documented so flagging which items should not be carried is reasonable.
On the one hand being able to train pilots is a fair issue, but at the same time I've also seen players using helicopters to effectively scout for FOB radios and people to kidnap. While it's peacetime, you're still flying over enemy territory.
Deactivating SAM during peacetime might also make...
I wouldn't remove them, but it would be nice if CSB came across as engaging RP rather than griefing. Perhaps we could find some activities for them that aren't just kidnapping or bombing.
I'm not sure you understood this. The change would be that new players don't collapse a team's cap rate. That gives them a chance to learn the mechanics without disrupting wars when not understanding how to get on point.
What does this suggestion change/add/remove:
To my understanding territory capture rate during war is determined by the absolute number of non-afk players on a team. A multiplier is applied so that the team with fewer players captures territory faster. This looks to be intended to help balance...
This is pretty much the opposite of what was asked for. Autorifleman is a far less important job to fill than Anti-Armour.
As for the reasoning, with the amount of AT4 rockets needed to destroy a tank it strikes me as a poor justification, particularly when the job slots are capped at 2 anyway...
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