What does this suggestion change/add/remove:
Currently mastery level 5 is required before getting any licenses. However, several methods of mastery xp gain are gated behind having a driving license, particularly during peacetime. This can be direct (xp is given for driving and resupplying FOBs)...
Some good points raised. I hope that a developer could find a way to make the top rotor immune to stinger AOE damage. If tracking (and therefore hit chance) is dramatically improved then I've no objections to ceasing KwK attacks.
The point about shot count was more that right now so many miss...
"Of stinger hits" being the operative phrase here - the overwhelming majority of stingers fail to hit. The entire point here is that they shouldn't 1 tap, but should more reliably hit.
This is a perfectly acceptable solution and the kind of input I'm looking for. People are only trying to KwK...
What does this suggestion change/add/remove:
I expect this to be controversial, but right now stingers seem to be in a bad place. Infantry regiments feel that they're completely ineffective. Air regiments seem to feel that they're overpowered.
From the infantry side of things, general consensus...
What does this suggestion change/add/remove:
A common theme I've seen since the mastery update is people trying to "game" the XP system. In the context of FOB structures this means people placing a blueprint and then digging once every 10 seconds to maximise XP yield. Unfortunately newer players...
You could use the exact same argument for giving this kit to all the infantry jobs. The problem is that giving too many roles explosives makes it dramatically easier to destroy FOBs and vehicles, which in turn messes with game balance.
C4 is extremely powerful, and combined with paradrops...
-support
I'm struggling to see how C4/Proxy are fitting for an anti-air role. If it's actually meant to be anti-armour then that's all well and good, but otherwise this comes across as seeking a jack of all trades job.
+support
Write it into the lore as part of the map rotation though. "Nato pushed NWO back and began to recapture Afghan, only to find that the enemy had turned their former base into a new stronghold. Fortunately they were able to set up in the ruins of their enemy's former HQ".
-support
To this day I'm yet to see weapon malfunctions done well in a multiplayer game. GMod is also far from the ideal platform to build this on. All you'll end up seeing is player frustration and another repetitive peacetime exercise.
That said, I wouldn't be entirely opposed to some kind...
Isn't that the point? 10v7 was good enough for a war, 1v7 really shouldn't be. At lower player counts the war system is very fragile so there needs to be a better measure of whether 4 players can actually participate.
I'd be open to another solution that doesn't involve voting, but I couldn't...
+support
Though I'd suggest that some kind of proficiency test be made a requirement for promotion to PFC. Perhaps still keep the NATO infantry uniform for them and give each regiment a "REG - Recruit" job.
This also still doesn't provide any guidance on how the server really works. IMO basics...
What does this suggestion change/add/remove:
So far 4v4 wars have been a nice addition, but they've also raised some problems when participation is low. It's often the case that not every online player can actually commit to staying online for a war, or people are still logging off at the end of...
What does this suggestion change/add/remove:
The current mechanics are unclear, but respawns appear to be linked to either death count or K/D ratio. Accumulating deaths results in respawn times for non-FOBs being increasingly delayed, particularly during intense fighting. This makes features...
+support
I've said before that the current mastery system is failing to reward people for RP. Granting progression for hosting tryouts and doing supply runs should help with that. Giving HC discretion to reward people for completing assignments or doing good work will go a long way...
Just to be clear here - I think the old promotion system was worse than the current one. My own experience felt like we were being promoted through low ranks for no real reason, which turned it into a bit of a joke that detracts from RP. The previous system of having all the useful jobs locked...
Neutral on the suggestion, but to give a squad lead's perspective from an active regiment:
The key fault I'm finding with the new system is that squad leadership can't reliably be online at the same time as all squad members, which is making monitoring a challenge. To my knowledge the admins...
The big issue with kill-based capping is that the enemy team can simply abandon a point to block capture, then you're straight back to base camping.
An option might be to rework attrition wars to only happen when at least one point is neutal, set the neutral points as the combat area and award...
It's worth pointing out that in reality infantry aren't going to immediately shoot at every heli. You're far more likely to see a similar situation to other games (e.g. Battlefield) wherein infantry don't bother with individual helis until they become an annoyance. Since it'd take time, effort...
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