What does this suggestion change/add/remove:
This makes it so that autoriflemen gets replaced by a mine layer job.
Autoriflemen is disliked across both armoured regiments, by it simply being nearly useless. LMGs are either too OP or too weak, and have no real purpose in the server until an actual suppressive fire system is added, which would take considerable dev time, and in the meantime this new job would add new gameplay dynamics for both regiments to play around.
Me, 17th MAJ Alpha and others in the regiment and other positions have been thinking this out, and we found the following changes relatively appropriate and balanced:
Autoriflemen replaced by Mine Layer.
Mine Layer:
Light infantry job, who is tasked with scouting and setting mines where enemies wont suspect.
Main Weapon: MP7 for 17th, PP-Bizon or AK-74u for 1stAL. (Equal stats for both guns that get chosen)
New addition:
3x Anti-Tank mine, each doing a total of 3000 damage, so that even if you are hit by 3, you will not lose the tank, however you will most likely be forced to RTB for repairs.
Other:
Reduced armor to 0, everything else is the same, except the Shield, which I'll leave some suggestions for below.
This was thought out because laying mines is something that happens in war, would be a decent fit for RP, but especially would force armored regiments to think outside the box, change the way they transverse the terrain towards objectives, kind of opening new ways of engaging enemies and each other.
Regarding the heavy shield, I believe it would be fit to give it to the new "Combat Support" job, which is also a level 10 job, and/or to CO/SNCO jobs.
Mine laying is something that exists in Squad, which I find the server highly influenced by, allowing you to not only lay the mines, but also conceal them using your shovel, albeit noticeable.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I know.
Possible Positives of the suggestion (At least 2):
1. Reworks a highly disliked and not very useful job into an extremely interesting and useful one.
2. New gameplay dynamic for armoured regiments, opening up the possibility for when flanking units are spotted, to create a real sense of danger that would aid in the immersion of the war.
Possible Negatives of the suggestion:
Bugs that may come with the addition of this system, possibly ways to abuse the mine, ie, placing them on vehicles to ram enemies.
Based on the Positives & Negatives, why should this suggestion be accepted:
Armoured regiment players have been wanting to change the Autoriflemen job for a while now, and I feel like this would be a healthy change that would benefit the combat usefulness of said regiments.
Most of the changes and reasoning have been stated above, this suggested change reworks the job into something new, fun and useful.
We tried thinking of everything taking into consideration what is already on the server (the guns for example), and we'd like to keep it as simple as possible.
The people this was discussed with, including members of 1stAL and 17th, and others, would like to see this change in order to add more to the gameplay "loop" of the server, and any feedback added to this post would be greatly appreciated.
This makes it so that autoriflemen gets replaced by a mine layer job.
Autoriflemen is disliked across both armoured regiments, by it simply being nearly useless. LMGs are either too OP or too weak, and have no real purpose in the server until an actual suppressive fire system is added, which would take considerable dev time, and in the meantime this new job would add new gameplay dynamics for both regiments to play around.
Me, 17th MAJ Alpha and others in the regiment and other positions have been thinking this out, and we found the following changes relatively appropriate and balanced:
Autoriflemen replaced by Mine Layer.
Mine Layer:
Light infantry job, who is tasked with scouting and setting mines where enemies wont suspect.
Main Weapon: MP7 for 17th, PP-Bizon or AK-74u for 1stAL. (Equal stats for both guns that get chosen)
New addition:
3x Anti-Tank mine, each doing a total of 3000 damage, so that even if you are hit by 3, you will not lose the tank, however you will most likely be forced to RTB for repairs.
Other:
Reduced armor to 0, everything else is the same, except the Shield, which I'll leave some suggestions for below.
This was thought out because laying mines is something that happens in war, would be a decent fit for RP, but especially would force armored regiments to think outside the box, change the way they transverse the terrain towards objectives, kind of opening new ways of engaging enemies and each other.
Regarding the heavy shield, I believe it would be fit to give it to the new "Combat Support" job, which is also a level 10 job, and/or to CO/SNCO jobs.
Mine laying is something that exists in Squad, which I find the server highly influenced by, allowing you to not only lay the mines, but also conceal them using your shovel, albeit noticeable.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I know.
Possible Positives of the suggestion (At least 2):
1. Reworks a highly disliked and not very useful job into an extremely interesting and useful one.
2. New gameplay dynamic for armoured regiments, opening up the possibility for when flanking units are spotted, to create a real sense of danger that would aid in the immersion of the war.
Possible Negatives of the suggestion:
Bugs that may come with the addition of this system, possibly ways to abuse the mine, ie, placing them on vehicles to ram enemies.
Based on the Positives & Negatives, why should this suggestion be accepted:
Armoured regiment players have been wanting to change the Autoriflemen job for a while now, and I feel like this would be a healthy change that would benefit the combat usefulness of said regiments.
Most of the changes and reasoning have been stated above, this suggested change reworks the job into something new, fun and useful.
We tried thinking of everything taking into consideration what is already on the server (the guns for example), and we'd like to keep it as simple as possible.
The people this was discussed with, including members of 1stAL and 17th, and others, would like to see this change in order to add more to the gameplay "loop" of the server, and any feedback added to this post would be greatly appreciated.
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