What does this suggestion change/add/remove:
I think most would agree that the new war types, while being a fun change in gameplay, don't really work well when player numbers get low. During small wars teams can't cover all the objectives and so have to ignore some. For S&D that means each team...
What does this suggestion change/add/remove:
Currently wars occur like clockwork after around 1h15 of Peacetime. As there is no direct means to contribute to campaign score during Peacetime, this incentivises players to either AFK or go offline immediately after a war. People see >1h on the...
What does this suggestion change/add/remove:
Last suggestion for a bit, I promise!
Right now the player interaction menu has 2 options (for non-staff?): "View profile" and "Give Money". I figure the most useful addition would be a shortcut to promote the target player by 1 rank, which appears...
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...
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...
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...
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...
What does this suggestion change/add/remove:
Currently the Mastery requirement for the Anti-Armour job is 15. Very few of our enlisted are reaching Mastery 15, yet AA is perhaps the most important wartime job to fill. Particularly in the quieter hours there are often only a couple of people on...
What does this suggestion change/add/remove:
Lately I've seen strip binds (having a key bound to '/me strips weapons, comms, etc') cause numerous arguments. A key complaint is that removing weapons instantaneously feels cheap and prevents proper RP during a kidnap. A lot of players are also...
What does this suggestion change/add/remove:
Right now 4v4 (lane?) wars are in a bit of a bad place. 40 minutes of 4v4 infantry combat feels like a massive slog and results in a lot of players leaving the war early. This might be partly because with slow cap rates and close spawn points you...
What does this suggestion change/add/remove:
Currently supply trucks are a bit of a pain to drive. They have several quirks which put people off using them, most notably:
- A lot of slopes can only be climbed in reverse gear. Reverse seems to have better climbing ability than forward, which is...
What does this suggestion change/add/remove:
In recent weeks a new meta/trend has developed where players try to sneak onto enemy FOBs during peacetime and waste all the ammo supplies by firing the emplacements repeatedly (as assaults on non-neutral FOBs are forbidden). This creates an endless...
What does this suggestion change/add/remove:
Currently the map is plagued by large circles drawn around several object types, which makes it more difficult to read than it should be. For example:
(This is a very outdated map, before anyone thinks of metagaming ;))
It's even worse on the night...
What does this suggestion change/add/remove:
A recurring issue during off-hours is a lack of online High Command members to lead a faction. This is expected as 24/7 coverage isn't realistic, and in these scenarios the chain of command is followed and the highest ranking user typically leads the...
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)...
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...
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...
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