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  1. Matt_dOvale

    Matt_dOvale

    Recon Unit


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      276


  2. Atway

    Atway

    Recon Unit


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      41

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      763


  3. tynblpb

    tynblpb

    Members


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      753


  4. Borreh

    Borreh

    Developer


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      23

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      465



Popular Content

Showing content with the highest reputation since 07/18/2019 in all areas

  1. 9 points
    This one is pretty straight forward! Squads will be randomly assigned the day of the event - The squad with the best total squad score at the end of four full games will each win $25 steam gift cards! Take the next week practicing being the best squad mate or leader that you can be - and see if it all pays off in the end! Link to TSA discord - https://discord.gg/j67fAmP Points will be tallied off the total combined squad score of all four games! Sign ups will be on the TSA discord as it is easiest to ping and communicate there Any questions can be answered easiest on the TSA server! Important note - This event will take place on the NA servers! You sign up on the TSA discord - not the forum! Squad leader 1 - [TSA] Skizix Squad leader 2 - [TSA] RiceLightning Squad leader 3 - xIWaRcRiMeSIxᵀˢᴬ Squad leader 4 - RoKeR420 Squad leader 5 - Unassigned players [GT] TactiGamer [TSA] AIDSMosquito AwesomeDog86 SeaRift (TSA) C_Klein {TSA} LazerShlong NateTheGreat98 NeoOrNeon Obi Gwalbert { TSA } 1dead [TSA]WolfOfSparta SlingRaidz PointShootAction rTr capnh00k NuttyPon Ni𐌂o
  2. 8 points
    True but those games are significantly more hardcore/realistic than what we aim for. We're still adding in features and mechanics that were missing since launch. You may say the game is "losing its identity" but what was at release wasn't even the final identity we aimed for anyway - With mechanics still adjusting it will take some more time before the core experience will finaly solidify. We might have done things differently in terms of launch from today's perspective, but what's done is done. Important thing to note is that we never adjusted anything with the intention of "dumbing down" the experience. Many of the changes you see are us finishing up and slowly polishing WW3. The game lacked a lot of simple quality of life elements, but some of them seemed to add to the gameplay's depth, as silly as that seems. Case in point: Bugged ammo resupply caused a huge need for ammo packs, which led to increased temwork element. Expect a lot of gameplay touch-ups to come once the new movement system is done, we're still iterating and nothing is set in stone. E.g. damage model/armor system will probably get another pass, weapon attachments are currently being rebalanced with bigger customizability and role-fitting in mind, amount and location of supply points will likely be reduced (it's possible they'll be removed from cap points altogether and added as separate points of interest), teamwork is likely to get a closer look as well.
  3. 7 points
    You pretty much nailed the first half, except the servers went to shit. No offence F51 Would mostly agree with this; but only in close quarters battles. Shotguns reign supreme and high fire rate is a must. But somehow it feels like enemies can see me before I see them. Low TTK is not casual at all, Games like COD have an insanely high TTK on some weapons Long range is pretty much random, bullet spread is small but definitely there, scope sway on high magnifications is too high and proning / bipods don't change that as if now. For me, I play on EU servers and have always 50+ms ping even though I live in the Netherlands, right next to where the servers are supposed to be. But I still feel like I get behind a SOLID wall from a building and then still get hit through said wall (I can see the tracers coming through the wall) But I can probably blame all the American players who migrated to EU servers according to this servers are located either in England or maybe The Netherlands People learned that it's more effective to aim above the armor or shoot you in the back. Yup, almost no one follows objective and gadget orders. Can't wait for Voip to be ready. It's on every flag, because people wouldn't give you ammo/health/equipment. Still in development and they are looking for a better alternative What strike? Hellfire to Mephisto costs range from 1500 BP to 6k (formerly 8k)... But I do agree I see a whole lot more Hellfire strikes since the Free Weekend, since that strike is in the default loadouts and people thought they were good/fun. Everyone carries RPGs nowadays, tanks feel claustrophobic in all of the maps imo. Same as MBTs (Tanks) IFVs and other armor, the heli drone is supposed to be supporting the team, it's not very effective on it's own. Drones can be easily taken down, but only if EVERYBODY shoots it. Well the game is still good, but somehow lost it's touch. Teamwork is absent, everyone runs around going only for kills instead of objectives. I also would like to see more content drops and teasers of what's to come for the next patch. A new weapon is only interesting for a while. It's the main reason I'm so active on the suggestions forum, I love fantasising about new weapons, strikes and mechanics and how they would impact the game. Dev Streams would also be very interesting and would also be useful for answering some questions in the chat and communicating with the community.
  4. 6 points
    Hallo a friend and I love to play WW3, we joined i guess at a very early stage and never really abended the game, even in the hard times... but as we talk about the "new stuff" that were implemented in the game, we came to that point that the game is not heading in the direction of the beginning and what the dev original said what kind of game they want. World War 3 is a casual shooter, not hardcore, no mil sim. Has a casual and fast gameplay like BF3/4 but is way more in the detail in damage model, weapon handling, Armor and teamplay like no other shooters on the market. IT IS UNIQUE as it was earlier: damage model: skill based gameplay, you better you aim and the better you position that higher is your chance to win the fight damage is exact and on point net code is so extreme smooth and pretty weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. Armor: decided how you want to act on the field if you want to tank and be support fighter or be fast and flank the enemy lines. teamplay: you must connect 2 flags to win the game it is necessary to have one guy in the squad with ammo/meds/equipment to get you squad running. drop a flying eye to keep the point clear and save work together to get the tank, disturb it, confuse it and then get him kills don’t matter, get the connection as it is right now: damage model: it is extreme casual cause the time to kill is insane high, first shoot gets the kill, no chance to avoid damage and no need of skill. damage is extremely inconsistent and at some point, just random weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. (nothing changed) Armor: is now totally useless, Armor is just slowing you down. teamplay: 404 not found and not wanted it looks for me it is not necessary to have one guy in the squad with ammo/meds/equipment, because it is on every flag. you don’t need to make a flying eye just nuke them only cost 100 bucks more don’t need to work together to get the tank, just nuke it implementing a Helicopter that is not able to get a connection or support the team in any form. as you see I think the game is losing his soul, his heart, the core mechanics that makes it unique and not a normal copy of Battlefield 4. I am asking me the question am I playing it wrong when I play in team, because it looks for me the dev´s don’t want us to do so. Other question is the game heading in the direction the dev´s want their game or are they just pushing it to be more casual to get more and more players. Am i the only one of the veterans who think so? The game as it was, was exactly what I searched for, but nowadays I'm not sure if it still is and if it ever will be again....
  5. 5 points
    They never said they are gonna be the same; light is gonna be slower and heavy a bit faster, that's it. (please don't use cancer for this, very unnecessary) What are you talking about? CoD has had flinch in every game and do you see people complaining? It'll just create a slightly bigger skill-gap and makes it a bit more realistic, you wouldn't just stand still when you got hit by a bullet would you. Randomness? You shouldn't spray and pray my dude, aim then shoot. If the recoil is too much then take a smaller magnification scope. Well I'm sorry this game isn't being tailored to your preferences, if you want that please go make a game yourself. The devs are doing their best and people like you who just shit on every little detail they don't like doesn't help anyone in the slightest. As they said, every change will first be tested on PTE and they move on from there; if people don't like the way the extra flinch impacts the game, they'll either scrap the idea or rework it. The devs are not just doing things blind and they are definitely not deaf when it comes to feedback, you'll just have to polite and concise. For playerbase, they haven't even started promoting the game big time with advertisements or anything.
  6. 5 points
    To be honest I miss the times where the Squadmates could spawn on the squadleader but the squadleader could only spawn on flags/base. It gave so much value to the squadleader and loosing him had really a impact for your push. Thats how frontlines developed. Once your SQL died you had to start the push anew. Now the SQL is the first to go in and the disposable one because he can spawn so fast on anyone anyway. And you can't just wipe a squad by killing him. They will just keep comming as long as just 1 guy stays alive.
  7. 4 points
    Are you a pretty chill person looking for a gaming group? Well, join the only gaming group that matters, [TSA] - Trash Squad Association - We offer a great place to hangout and play games (no drama, no BS, just fun). We vet our applicants so if you're interested, please contact Prunk or any of the TSA members for more information. From Our Founder (PRUNK): I'd like to take a moment of your time to discuss TSA and our new requirements for joining! First and foremost - You must be 18+ to officially join. We're not going to dig too deep into this so it doesn't become a hassle - but if we think you're underage, we may ask you to verify. Secondly - Applications will be done on a voucher system. If you would like to join - you must have three current and active members of TSA vouch for you. I'd like to keep us a community that moderates itself - so whoever vouches for you will be the first people that talk to you if you start to fuck up. They might even be the ones who decide to have you removed from the clan. So keep that in mind before you vouch for someone and keep it in mind before you ask someone to vouch for you.
  8. 4 points
    Hitreg is broken and this is the main issue, so i think Heli should be removed for now.
  9. 4 points
    https://worldwar3.com/en/2019/07/22/weekly-report-21-community-game-mode/ Massive thanks to DareQQ, Lugresky and Mike as this wouldn't have been started without them. Also a massive thanks to anyone and everyone who played or showed interest. It's amazing we achieved this. Thank you!
  10. 4 points
    Of course teamwork can be a game design choice, but we don't want to sacrifice the gameplay tempo and accesibility we have now. Yes, teamwork needs more work (this sentence hurts) but we don't want it to be as important as it is in Squad et cetera, where you can't have fun without constant communication and a well-organized team. Per attachments: I've meant the balance, not their implementation. Putting attachments on the top rail is a cool feature but I doubt we'll have the time to do it in the foreseable future (you never know tho). Currently we're working on a new attachment balance that will put focus on specializing your weapon for specific roles, e.g. CQB/secondary, main universal, long-range etc., with a bigger weight difference between different builds. We're still early into this iteration but you should see more options as viable than before. Some attachments will also have bigger impact than others, e.g. the barrel length will be the prime defining factor of your preffered engagment distance, with short and long barrels offering specific and noticable pros and cons for different situations.
  11. 3 points
    They will All of the pros and cons of weights stay the same. We're also currently going to try different camera flinch effects for loadouts, with heavies being less punished for being hit than lights. It's a miniscule difference at the moment but it's there, we'll see how will it fare. We can also swap it around so it will be another upside of being a light. Curious what you guys think about this. Which reminded me: Heavies have the biggest camshakes for effects like jumping and falling, so light loadouts will also have a small advantage here with less screen noise when staying mobile.
  12. 3 points
    lol reducing the movement won't do much. The maps currently aren't big enough for transport vehicles to be needed most of the time.
  13. 3 points
    I hope that slower movement speed would finally force players to use these 2 quads in the bases. How many times I've seen quads staying abandoned when team is baseblocked but nobody cares to sit in them and flank the enemies. Especially on Smolensk... So, I'm all for reducing the movespeed.
  14. 3 points
    We'll be testing the changes, they will be ofc on PTE as well. Currently the players are absurdly fast which can lead to a number of issues in the gameplay, as it's done to minimize the "clunk" due to the poor movement system currently in place. However, given how much more fluid the new one is, the old speeds will be a total overkill. Even now you can sprint so fast as a light that some vehicles like quads loose their significance. The differences between speeds will be the same as they were before (+/- 15% faster or slower). Currently the light is between old heavy and medium but it's all up to testing and feedback.
  15. 3 points
    Tactical, slow gameplay? Teamwork? Dude, they basically spawncamped the enemy. There is nothing good about that. Put your rose tinted glasses off and look at it again.
  16. 3 points
    Wiem ze jest opracowywany nowy HUD ale nie wiemy jak wyglada wiec moze to co napisze juz tam jest , gdyby nie bylo to proponuje umiescic dostep do tego co dzieje sie na punktach przejmowania na stale na ekranie. Byloby to duze ulatwienie dla dowodcy. Dodatkowo wprowadzic system oznaczen ktory pozwoli natychmiastowo zorientowac sie co sie dzieje na danym punkcie. Przykladowo kiedy przeciwnik odbija dany punkt to pojawia sie czerwona postepujaca obwodka i w tym momecie mozemy zorientowac sie co tam sie dzieje obserwujac postep badz cofanie sie obwodki, przy szybkiej grze jest to uciazliwe dla dowodcy. Proponuje zeby obwodka zmieniala sie na przerywana w momecie gdy nasza druzyna ponownie zaczyna odbijac punkt co daje natychmiastowa informacje o tym co sie dzieje na punkcie bez wpatrywania sie na progres czy regres czerwonej linii.
  17. 3 points
    Hi, comrades! I do not know about you, but sometimes I want to pin down some of my teammates. Some of them, instead of capturing objects and carrying out orders, rush at the other end of the map and hide in the bushes. And very often it is the lack of a well-coordinated game that influences the final result of the whole match - we lose on points. Many tactically-oriented games lack centralized control. That someone helped the troops in choosing a priority goal. I propose to add to the game «Сommander screen». The idea is not new, but it is always relevant in games like the WW3 genre. I must say that I have prepared the concept of «Сommander screen» and tried to do it in the style of the game the pics will be below. But first, I would like to draw attention to the role selection screen that appears in front of the deployment screen. Role selection Icons of different styles, if you have a shield for the defenders, it means that the attackers must have swords. Or, if you have a rifle, then there must be a means of protection, for example, body armor. I propose to start from the classic and understandable identity of all - whoever comes to us with a sword, he will die by the sword. That is, use a sword and shield. {deploy-screen1.jpg} → https://www.dropbox.com/s/9khxrhw6vfn9oud/deploy-screen1.jpg?dl=0 I also propose to remove the information about the percentage of "attackers" and "defender". It seems to me that this is unnecessary information that does not affect the gameplay. Role selection screen - Commander. Not everyone can become a commander. To do this, you must be quite an experienced fighter and understand the tactical and strategic features of the world of WW3. Well, or just to reach the level of "Colonel" {deploy-screen.jpg} → https://www.dropbox.com/s/zq8xwfmmzvgywjh/deploy-screen.jpg?dl=0 Commander Opportunities A commander may provide various support to all Troops on the battlefield: to send out supplies and equipment, to cause artillery on the area and conduct optical-electronic reconnaissance of the area, and also perform tasks for the electronic suppression of the enemy. Tactical capabilities for units The squad commander may request from the commander: to explore a specific area of the drone; request the dumping of heavy equipment, supplies and medical care; specify the target for the artillery strike; {WIP-section} As long as the Commander has his supply points, he can send various support to his fighters, including heavy vehicles. If Commanders play on the server, then the cost of equipment for other players increases: if there are two Commanders, then the cost increases N times; if the Commander is one (second bot), then the cost increases 2N times; if there are no Commanders, then the cost does not change. Accordingly, for Commanders, the cost is reduced by X if one and 2X if two. Thus, the importance of the Commander and the obligation to fulfill his orders will be justified - if you want to get a tank, then follow the orders! Salaga … {/WIP-section} Information and disinformation When one of the Commanders tries to reset his team’s support, the other will have a chance to interrupt it by trying to guess the square where help will be dropped. Before dropping support, both Commanders will receive a notice of intelligence interception. If the Commander guesses the square, then the other, optional: «Received intelligence information is correct» — the dump area is highlighted by the reconnaissance drone. You can, for example, cause an artillery strike or a bomber to prevent the enemy’s supply and / or destroy. «The enemy misinformed us» — the guessed area was false, the enemy Commander wanted to distract us (for example, from dumping heavy equipment elsewhere). Two times in a row in one and the same area can not reset support. However, if misinformation was used and the trick was over, then you can once again try to send support to the same square. {war-map.jpg} → https://www.dropbox.com/s/uq7cmvzwps0lgny/war-map.jpg?dl=0 Commander position The commander must every N-minute to change its deployment, so that the enemy could not detect it and destroy or drown. Why is that? Because the battery of your portable command module was filled with coffee and you had to redirect all the power to a short-range antenna, and to always receive an operational report from the battlefield, you need to be almost on the front line. So it goes
  18. 3 points
    Just wait for the next patch. 1 Tandem = it's over. [TWEAK] Heli Drone decreased HP (600 to 450), increased armor thickness against bullets
  19. 3 points
    I hit a new low today. Gonna take a break until something changes about the chopper.
  20. 3 points
    I'm not thinking there is no teamplay mechanics in ww3. There are and the most prevalent is probably the BP/strike system. You can really make a difference while playing as a squad in this regard. But after playing 250h of this game (I like it as you can tell) I just wish there would be some more as just running around together as the only real way of having teamwork gets kinda stale at some point. As I'm saying there are teamplay mechanics ingame but I just wish there would be some more little things you could to with each other.
  21. 3 points
    Strongly disagree, the system encourages you to shoot accurately and with purpose. Shooting optics on tanks is satisfying for this reason too, and not just infantry.
  22. 3 points
    i didnt say its not possible, i destroyed heli more than 100 times. I just saying that its broken AF which gives a HUGE advantage to heli and HUGE disadvantage to infantry
  23. 3 points
    Exactly! not only is it that there are hitreg issues for every 2nd shot, but also heli laggs AF - it literally teleports So now we have OP shit which should be easy destroyable, but its not so due to bad hitreg, lags and no special weapons to counter it, only "ersatz weapons" Heli is broken. B-R-O-K-E-N. Seriously, remove it util it get fixed
  24. 3 points
    The helidrone is extremely annoying and gamebreaking. Fix hitreg, make it killable by single RPG shot. I recommend releasing hotfix specificaly just for it. Or disable it. This team cooperation argument is garbage, since there are only 20 players, random publics, who also AFK and total noobs who have no idea how to do anything. GJ giving them heliraep first impressions. Heli should be removed from game untill is fixed. Or put it to PTE only.
  25. 3 points
    I want to add that despite above criticism I have tons of fun with the game. Today I played the first time with a squad of friends and they all had a blast
  26. 3 points
    Tell that to Arma, Squad, Post Scriptum, Hell Let Loose, Insurgency, Insurgency: Sandstorm and SWAT. You can't accomplish anything without teamwork, communication and coordination, The team which is better at it always wins the game.
  27. 3 points
    I agree in some points with @Erzkrieger, @Matt_dOvale and @Fullback. I think teamplay has suffered somwhat from the introduction of the resupply stations and I would propose to remove them entirely from the CPs. Alternatively there could be 1 resupply station per capping zone (i.e. there would three instead of six stations). Then one would have more crucial points to fight for but this is just a raw idea. The other alternative I like would be @Dunabar's suggestion of making the resupply station a strike. When the ammo bug was a thing and ammo was scarce people sticked together more methodically I would say, because they were forced to. Also I'd say you earn points to fast/strikes are too cheap. It doesn't feel that special to use them because they are so abundant. Like Fullback I would prefer if one would need more than one player for the full effectiveness of vehicles. Splitting the driver and gunner apart might be too much but what about decreasing the field of view especially of an MBT by a significant margin so that you have to rely on the player using the RCWS for information and scouting? Although the performance of the game if better than ever performance wise it seems that the servers are worse than they have been for a long time - at least it seems to me like that. Super bullets from high ROF weapons are the rule rather than the exception. If somebody shoots me with an SA 80, a G36, a SIG or Vityaz I usually die instantly despite having full health. Of course it could be, that this is only my experience but it would add to what Erzkrieger said about "first hit wins". People often have literally no time to react. On top of that the servers seem to be somewhat laggy despite showing low pings. Lastly I am with Matt that scope way on higher powered scopes makes long range fights pretty random. Than on the other hand you can transition from a crazy fast full sprint to ads in virtually no time and have full accuracy while the animation lags behind and your gun is till pointing down. The last two paragraphs are only indirectly related to Erzkrieger's topic but I think the randomness in firefights also adds to the feeling of the game losing its soul.
  28. 3 points
    we have announced it for Russian community as well Hope it will help
  29. 2 points
    I wanted to hear your guys opinion about the SQL right now. Before the change the SQL couldn't spawn on squadmates which gave him a really important role as to stay alive and keep the squad in the fight. Now he is kinda the disposable one which is the first to charge and get killed. He has such a quick respawn timer that it doesn't really hurt if you kill him. Maybe increase the spawn timer for the SQL so it matters more that he died? Or revert to the old system where he could only spawn on flags/base? I would love to have him as a more important character which hurts if he gets killed.
  30. 2 points
    I'll say it one more time: I don't have any problems with HeliDrone or with destroying it. But majority of players apparently does. If we take a look at common WW3 player he usualy doesn't have UCAS-D in his loadouts, no Loitering Ammo, nothing to oppose HeliDrone at all. It's just a running fodder who later would whine on forums that HeliDrone is OP. So, here are my suggestions about how to make the life of the WW3 commoners not so miserable when HeliDrone is above them. First. Strafing. It's clear, that HeliDrone is too agile when strafing. When strafing HeliDrone has 80-90% speed of when he is moving straight. It's TOO HIGH. Add to this that fact that when strafing HeliDrone usually shows to enemies only frontal and lower armor plates. Plus, when strafing, it's silhouette is 3 times smaller than when he shows it's side. See it for urself. Distances are equal. HeliDrone can simply circling around the CP and shoot enemies with it's Zuni HE rockets. And the chances that it'll be hit with RPG grenade are too low to worry about it and it can take too much bullets to be killed wthout being able to escape. So, my 1st suggestion: reduce strafing speed of the HeliDrone 1.5-2 times. Second. Height limit. Current Height Limit for HeliDrone is too... high. This is how map look from 187m. How do u think are there any chances to deal any sufficient dmg to HeliDrone when it's this high? Height Limit for horizontal maps is 190m. For Polyarny it's 165m. Doesn't make any difference at all. IMO, Height Limit for HeliDrone should be 100-120m. It still would be enough for HeliDrone to maneuver, but it wouldn't be unreachable for fire from the surface. And it's my second suggestion: Reduce Height Limit for HeliDrone to 100-120 meters. Third. Out of bounds timer. Heliwhoring players know how to deal with UCAS-D jamming. First 4 secs of jamming when they still have control over HeliDrone they are trying to increase the distance between themselves and enemies and in the last secs they'll simply press Space button. As the jammed HeliDrone procceed moving in the direction it was doing right before being jammed, it'll fly up all the jamming duration. And there is 1 moment. Not only Out of Bounds Height limit is 190m, even if jammed HeliDrone will find itself out of bounds it still would have damn 9 secs to go down. Look at pic(Finally I was jammed!!!). I pressed Space button right after the UCAS-D was callled in. And even so I was still 265 meters high. I tested: if u press Shift+Crl u'll go down 150m in 10 secs. So, even if ur height is 300m u still would be able to safely return to allowed height. Is there need to mention that the chances to deal any sufficient dmg to HeliDrone that is 300+m far from u are close to none? So, UCAS-D against decent HeliDriver is ineffective. When the Space button is pressed right before jamming 12 secs later HeliDrone should be 200-220 meters high. It's a big threat, yes. And here is my 3rd suggestion: make that the Out of Bounds countdown would start when HeliDrone passed the Height Limit and not when its driver regain control over it. If there would be pissing me off HeliDrone, to counter it I'll simply call another HeliDrone with 12.7mm MG, destroy enemy in 20 secs and then I will do the usual stuff. But for commoners HeliDrone is currently rly OP and i don't think that reducing it's HP to 450 would change something. Because mediocre pilots aren't threat even now, but those who know hot to fly usually don't give chances to the RPG carriers and they are the ones who force ppl to whine on forums about HeliDrone being OP.
  31. 2 points
    Lookin steamcharts doesnt look good and cod with 50vs50 players coming. Something needs to be done soon.
  32. 2 points
    This is the key sentence right here. Put simply, it detracts from the overall experience of the majority of people in a match with the way it is now. I've put a suggestion in the #suggestion_box in the official discord that players can vote on - considering the vote is 26 yes and 0 no, I think it's safe to say that it is a fair way to balance the heli without making it useless. This is what I posted: Weight system greatly impacting heli speed. Heli has different weights depending on armor or not, and which armament it's equipped with. You'd be able to have light and fast with low armor and machine guns, or a heavy hitter with rockets and armor (current heli basically) but make it much slower to compensate. You could do any combo of them, but rockets would be much heavier than the machine guns so you couldn't have a "light and fast" heli with rockets, even without armor it would be "medium". This would make heli that are only using machine guns (which I've never seen a single person complain about them being too strong) still usable and about where they currently are in terms of balance, but it would make rocket users much easier to kill to counterbalance their overwhelming offensive ability. Balance isn't as simple as throwing blanket nerfs or introducing counters. Nerfing the heli overall would reduce the effectiveness of everything, and adding a hardcounter like a stinger would have the same effect, and would potentially make the heli useless entirely - which wouldn't be fair to people wanting to use the heli - it is a cool drone when it isn't spamming rockets endlessly with zero effort, after all.
  33. 2 points
    Hey Folks With the poll having closed in the Zastava M17 post of mine, the final vote was a tie between Submachine Guns and Battle Rifles. I did a 2 out of 3 spin of the wheel between SMGs & BRs and the Battle Rifle vote came out on top which is why I'm covering Battle Rifles this time around. However, I won't do a poll vote this time because Submachine Guns only lost in the tiebreaker and I felt it would be more fair to cover one of them next instead of doing a whole new vote. For some reason I was having a problem editing the Zastava post where I was going to host the result, not sure what the issue was, and really I'm not at all worried about it. More than one way to skin a cat as the saying goes. Anyways! Today I will be covering the CZ BREN 2 BR, a newer modern Battle Rifle out of the Czech Republic and it's CZ firearms manufacturer. Contents of this post Section 1 - The BREN 2 BR - Real life information behind the BREN 2 BR Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game BRs and suggested BR with the BREN 2 BR. Section 3 - Special Features - Special features I think the BREN 2 BR should have Section 4 - Customization - Customization options I think the BREN 2 BR should have ---- Section 1 - The BREN 2 BR Introduction & Demonstration Videos of the BREN 2 BR. CZ BREN 2 BR Info & Test Demonstration CZ BREN 2 BR small live fire demo Extra Information sources CZ BREN 2 BR - CZUB Fresh out of the Czech Republic firing the larger 7.62x51mm NATO caliber ammunition and the 2nd generation variant of the BREN Rifles. The BREN 2 BR (BR of course being short for Battle Rifle) is a lightweight Battle Rifle weighing in at 3,80 kg or 8.3 lb, which is heavier than the SCAR MK17 (SCAR-H or Heavy if you will), but just a little lighter than that of the HK417 depending configurations. However, the BREN 2 BR comes standard with a 25 round magazine (26 counting 1 in the chamber) unlike the SCAR MK17 & HK417 that only hold 20 rounds in their standard magazines, and high accuracy in both it's single fire mode and fully automatic fire mode in short bursts. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the SCAR-H & M417? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the BREN 2 BR should basically be the exact opposite of the M417. What do I mean by this? Well, if the SCAR-H was considered the "middle of the field" Battle Rifle and the M417 was considered the more medium to long range favored Battle Rifle. Then the BREN 2 BR would be the more close to medium range favored Battle Rifle, lending itself more to those that prefer to aggressively rush the enemy instead of sitting back to pick them off. This doesn't mean the BREN 2 BR should be terrible at long range of course (that would be uncharacteristic of it), rather it means the BREN BR 2 would need a more dedicated build for longer range engagements. Luckily when it comes to stat comparison this will be a lot quicker since there are only two other Battle Rifles to compare with. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: Once again, I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and keep what little sanity I have left in me. BREN 2 BR proposed and compared stats. BREN 2 BR Effective ranges: 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) SCAR-H: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) M417: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) BREN 2 BR Weight: 17.9 SCAR-H: 17.6 M417: 18.3 BREN 2 BR Recoil: 0.87 SCAR-H: 0.92 M417: 0.95 BREN 2 BR Spread: 0.22 SCAR-H: 0.2 M417: 0.14 BREN 2 BR Reload time: 4.8 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds BREN 2 BR Rate of Fire: 620 RPMs SCAR-H: 525 M417: 430 BREN 2 BR Caliber: 7,62x51mm SCAR-H: 7,62x51mm M417: 7,62x51mm BREN 2 BR Muzzle Velocity: 680 m/s SCAR-H: 714 m/s M417: 817 m/s BREN 2 BR Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 SCAR-H: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 With this out of the way we move on to special features. ---- Section 3 - Special Features This will actually be short since there isn't much that really needs to be said. Standard 25 round Magazine - The BREN 2 BR should have the in-game standard 20 round Magazine replaced with it's real life standard 25 round magazine. Exceptional Short Burst accuracy - Unlike the SCAR & M417, I think the BREN 2 BR should experience a much more gradual climb in recoil in it's first two to three shots. But then experience a much more notable climb come the third or fourth shot. This would help mimic that high, short burst accuracy that is characteristic to the BREN BR 2, and in turn encourage players to learn to burst fire more consistently without actually having burst fire mode. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the BREN 2 BR should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 Round Magazines 25 Round Magazines Ammunition All (Gun) Ammunition Types optional New Bodyparts that could come with BREN 2 BR along with it's stock parts. Plenty of room for the Devs to stretch their legs and get creative as a Battle Rifle is just a scaled up Assault Rifle. Handguards BREN M-Lok BREN S1 Stocks BREN Gen 2 Stock BREN Gen 1 Folding Stock BREN Gen 1 Fixed Stock ACR Adaptable Stock - Could just be called ACR Stock for Short 805 SB Brace - Could just be called the 805 SBB for short Grips BREN S1 - Could be called the BS1P instead of BREN S1 BREN GEN 2 Grip And with that we bring this post to an end. I was very pleasantly surprised to stumble across the BREN 2 BR, especially since when I covered Battle Rifles in my old "Guns that could enhance WW3" series, I had an absolute nightmare of a time actually finding Battle Rifles that did anything or were anything meaningfully different from other Battle Rifles that could be translated over into WW3. I mean I was stretching differences when I should have still been finding variety to suggest, but there just wasn't anything really there that really stood out. So, while I am going to be revisiting that nightmare once more obviously, I can at least say the BREN 2 BR made the start of the path very easy to approach. Hope you at the very least like the idea of seeing the BREN 2 BR in game (even if maybe in a different form than what I suggested), lord knows we could use some more Battle Rifles to play with at some point. But, If you did indeed like the idea of the BREN 2 BR, hit that up vote so we can further encourage the developers to add more toys for us to play with in WW3! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter (Still to come) Shotguns Chapter (Still to come) Light Machine Guns Chapter LWMMG Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  34. 2 points
  35. 2 points
    What. if we press M, we get tactical tablet, which we use for calling strikes, instead of picture in the air? It will not only show the map, but player can use strikes with it (one by one, if there is enough battlepoints), make requests, or give orders, if you are squad leader, and grants in-team and in-squad chat. It will also take some functions from X button, which is overloaded now.
  36. 2 points
    I still don't understand why you haven't nerfed the rocket weapons yet since they are the main problem
  37. 2 points
    ou for vehicle only will be nice idea actually i strongly agree it
  38. 2 points
    Tracer rounds have a pyrotechnic powder in the casing. This powder burns brightly so the bullet trajectory can be seen even during the day. This would be a cool additional ammo choice for showing friendlies where the enemy is and adjusting your own aim.
  39. 2 points
    Very nice presentation, props to you! All of it sounds pretty cool, but it might get way too complicated. Especially for new players. Also, everyone is going to want to be commander, or at least try it when it first comes out. Maybe if the Squad Leader rank is reworked to work together with the Commander it would be a bit better, but really make a SL lead a squad. give him responsibility. With this not everyone is gonna want to be SL, because they don't want to really lead a team. All of this also wouldn't work without proper voice comms. Ideal would be 3 comms: proximity chat / squad chat / SL+Commander chat. The ability to talk in prox chat when you are killed (for about 5-10 seconds until you respawn). Also give the numpad a chat for SL-A/B/C/E/etc. and Commander for direct communication instead of having every other SL get distracted with info that isn't meant for them. (press NumPad-1 to talk to Alpha Squad, NP-2 to talk to Bravo Squad, etc. NP-0 to talk to Commander) All in all, I'd say this would definitely fit the regular game we have right now (especially voice comms, we really need that), but it could get way too complicated for newer players and even some veterans for sure. It might fit better in a ranked or competitive environment or another (similar) gamemode. But that would be a hard fit cuz the devs don't want to divide the small player base more than they have to. Maybe they can first introduce the new mode (IF it would get accepted) with this and slowly push players to migrate to the new one and eventually remove to old one.
  40. 2 points
    Nahhh standard should do like 80% or 90% damage but only tandem should 1 hit from full HP
  41. 2 points
    It's not really important but it keep bothering me everytime I see it, but what kind of stock is on the M4mws in this game? I've never seen it before and can't find anything on the internet, why didn't they use the "traditional" stock for the M4? vs It's kind of fixed by picking the RGL Universal Stock but it's just not the same Same goes for the Scar-H vs
  42. 2 points
    Hey Folks So It's been a long time since I wrapped up my old "Guns that could enhance WW3" series of suggestion posts and double so since my very first posting of it where I covered Light Machine guns. My goals with those posts at that time were to find guns that could not only possibly be added to the game, but actually find guns that were different from what we currently have on offer. Trying to expand on gameplay variety rather than create a wishlist of quantity with everything that goes bang currently in the world (Not that I would mind if the Developers got to the point where they were just adding guns for the sake of adding them. But personally, I rather have variety first before quantity.) So, this is going to be the first step in a pretty long process of revitalizing and updating all my old work (sort of speak) to fit the current game & new suggestion system. But, it will be worth it just to give everyone a chance to vote on individual weapons. I may recommend some of the same guns I covered once before, but I will for sure try to find new guns to recommend as well to avoid a overly predictable list of suggestions. If you like, Please vote on the poll to cast your vote on which weapon category I should cover next time I create a weapon suggestion post. I must have derped late at night, poll closed far sooner than it was suppose to. But, I will honor the vote anyways even though it was excessively short. Assault Rifles will be the next category to be covered and a fresh (actually not ending so dang soon) poll will be hosted. Contents of this post Section 1 - The LWMMG - Real life information behind the LWMMG Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game LMGs and suggested LMGs with the LWMMG. Section 3 - Special Features - Special features I think the LWMMG should have Section 4 - Customization - Customization options I think the LWMMG should have ---- Section 1 - The LWMMG Introduction & Demonstration Videos of the LWMMG. LWMMG Grand Reveal LWMMG Brief Demo Extra Information sources LWMMG - Wikipedia LWMMG - Modern Firearms LWMMG - Guns Fandom The LWMMG or Lightweight Medium Machine Gun, was designed to fill a gap between the 7.62 caliber MGs and the .50 BMG MGs while being light enough to be carried by a individual soldier or marine dismounted from a Vehicle. Firing the .338 Norma Magnum round, the LWMMG not only packs a large punch that falls in between those two categories (If you don't believe me), it does so with accuracy, high muzzle velocity, and hits with the muzzle force of 4600 ft-lbs or 6300 joules. While the LWMMG does have a rather slow rate of fire of only 500 rounds per minute, this is more of a benefit towards it's ability to provide accurate fire down range as a slower rate of fire usually means more controlled shots. As a Medium Machine Gun, the LWMMG is actually lighter than the venerable M240 of the United States Military. But, this reduced weight is countered by the fact that the .338 Norma Magnum round is heavier than that of the 7.62x51 ammunition of the M240. So it comes down to a sort of trade off of - Do you want a lighter gun with heavier, stronger ammunition, or a heavier gun with lighter, weaker (generally speaking) ammunition. The LWMMG can even be converted to fire the .338 Lupua Magnum round if necessary. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to generally similar Machine Guns? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the LWMMG should without a doubt favor a more defensive or passive playstyle over that of a highly aggressive, rushing playstyle. Because it's packing a caliber of ammunition that is pretty much that of the G29 and fires strictly on full auto, it means that some serious restrictions will be needed for the sake of balance (which I will get to in the next section when I cover special features.) So, if a player is someone who likes to take up a position, gun down the enemy as they advance on them, or cover their allies as they advance onto a objective point while being able to pack some serious punch & accuracy, than the LWMMG may be a favored weapon of choice for them. As for stat comparisons I'm going to do this a bit differently than my older posts. On top of comparing the stats of the gun I'm currently proposing with the guns currently In the game, I'm also going to compare the stats with other future guns I'm going to suggest. But, because this is the first of the revisited guns, I will only have to compare the LWMMG with the MG5, UKM, and Pecheneg Bullpup. Though do expect this list to grow when new weapons of the same type are suggested. Much like my older posts though, I will use colors to indicate where a gun is better, equal/competitive, or worse than another gun it's compared to. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I obviously cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE. Also I'm comparing the stats of weapons from a stock design to another stock design without taking customization into consideration. This is primarily because it would take a long time to do and obviously the post would grow substantially larger if I did. LWMMG proposed and compared stats. LWMMG Effective ranges: 0 - 120m (55 damage.) Damage decreases at 121m - 140m (43 damage) Pecheneg Bullpup: 0 - 105m (43 Damage.) Damage decreases at 120m - 135m (30 Damage) UKM: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) MG5: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) LWMMG Weight: 32.9 Pecheneg Bullpup: 20.2 UKM: 21.7 MG5: 30.0 LWMMG Recoil: 0.90 Pecheneg Bullpup: 0.73 UKM: 0.85 MG5: 0.9 LWMMG Spread: 0.20 Pecheneg Bullpup: 0.35 UKM: 0.3 MG5: 0,25 LWMMG Reload time: 7.9 Seconds Pecheneg Bullpup: 8.7 Seconds UKM: 7.9 Seconds MG5: 7.9 Seconds LWMMG Rate of Fire: 400 RPMs Pecheneg Bullpup: 550 RPMs UKM: 640 RPMs MG5: 720 RPMs LWMMG Caliber: .338 Norma Magnum Pecheneg Bullpup: 7.62x54mm UKM: 7.62x51mm MG5: 7.62x51mm LWMMG Muzzle Velocity: 800 m/s Pecheneg Bullpup: 900 m/s UKM: 860 m/s MG5: 785 m/s LWMMG Bullets to Kill: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / Cer: 4 / STL: 5 UKM: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 MG5: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 With this out of the way, time to tame this beast a little bit since...Yeah, I suspect a lot of rage if this thing was treated like the average LMG. ---- Section 3 - Special Features This will be short since there isn't much that I think really needs to be mentioned. Can only be hip fired when Standing or Crouched - Because this gun is packing a pretty serious caliber of ammunition, it's ability to be shot on the move like a normal LMG is just asking for some upset players. So, till Players are able to mount guns using bipods on ledges, boxes, and etc. I would say make this gun a strictly Defensive-Prone only LMG. Limited Lower customization options - Because the gun is only able to be ADS from the prone position, I see no reason to have access to so many different types of lower grips. But, that is just my personal opinion. Effective against Light Vehicles, UGVs, and IFVs - The .338 Normal Magnum is by no means a small caliber of ammunition, wouldn't be much of a surprise if it was able to damage some fairly light armor targets. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the LWMMG should & should not have access to (in my opinion_ when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Long Barrel Medium Barrel Muzzles All Muzzles optional Lower Bipods RGL Bipod Side All Side mounts optional Magazines 50 Round Soft Pouch 100 Round Hard Box Ammunition All (Gun) Ammunition Types optional And because the Gun is still relatively new there is little to no aftermarket parts for any real serious cosmetic changes. But, if the Devs want to make some parts able to be put on the LWMMG or get a little creative than I leave that to them. With that we bring this first post in the new "Weapons that could enhance WW3" series to an end. There are a lot of weapons I recommended back in my "Guns that could enhance WW3" and with the change to the suggestion system, I didn't want to let all that work & research ultimately go to waste in the event that they were no longer being considered. But, People do suggest and request things that have been suggested/requested multiple times before, so I don't think I'm really doing anything all that horrible in the end for wanting to revitalize/update my old posts in a way that is more flexible with the new Suggestion system. If nothing else, I went into even deeper detail with the LWMMG this time than I did the first time I mentioned it in 6 Guns that could enhance WW3 - Machine Guns post. Not sure what I will recommend next, but we will see when I get there. Hope you at the very least like the idea of seeing the LWMMG in game (even if maybe in a different form than what I suggested.) If you did indeed, hit that up vote so we can further encourage the developers to add more toys for us to play with in WW3. Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter (Still to come) Special Weapons Chapter (Still to come) Submachine Guns Chapter (Still to come) Battle Rifles Chapter BREN 2 BR Shotguns Chapter (Still to come) Light Machine Guns Chapter (Still to come) Pistols Chapter (Still to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  43. 2 points
    Just finished a Match with me and Fullback playing in the same squad (he's really an amazing guy!) Was surprising how easier is discuss a topic in a voice chat, and we discover we basically agree. Still different view angles, but both very valid! Still, it's hard (especially for people that does not speak english very good like me) to explain things in a forum. So if people are still interested in this topic, it would be nice to arrange a sort of "podcast" on one of the voice channels in the WW3 discord, maybe with one of the devs too, because something really good and constructive could come up!
  44. 2 points
    Personally my view on the resupply points is that they should only refresh once a point has been captured so that each team gets one pack per point. I do like the idea of a supply drop though
  45. 2 points
    The RCWS bp costs should be re worked. The light cannon is cheaper than the hmg for some reason even though it can have AT rounds and frag rounds. Also there should be some shielding on the back, left, and right sides of the mounted gun so the Gunner doesn't get shot immediately.
  46. 2 points
    We should arrange a test: 3 good squads vs 15 good lone wolves. I'm fairly confident the first team will win 95% of the times. Winning should be a nice incentive to favor teamplay and it is how WW3 works (in War Zone). Game is about capturing points. Good squad leaders move close (or inside) the objective allowing 4 other players to spawn close (or inside) the objective, instead of forcing them to run for 100 meters with enemies around. If you were in my squad and you just spawn "somewhere" cause you think it does not matter, i'll gladly kick you out from the squad the very next respawn. What about having better chances to capture a point? And win? Like generating more BP is nothing worthy. As a squad, we have UAV and JAMMER (strikes you never mentioned) on every location we attack, every time. For all the game. Quite handy. As squad leader i have the luxury of calling my squad mates for the best UAVs and Jammers whenever i want and still saving my BP for the most expensive strikes. In 45 minutes a good squad have spent all the BP gained, there is no "more than enough" BP if you want to win and use strikes as much as possible in a good way. I could go on, but i think i made my point. I don't need game mechanics that forces me to cooperate. If good teamplay is crucial to win the match, it's more than enough for me. ... That being said, i consider myself lucky because i play with friends most of the times, we have teamspeak, so play (and learn) together is easy this way. The game do nothing to teach how much important teamplay is in WW3. No tutorials, no VOIP, no media at all. I learned myself a lot of mechanics because there are no wiki or other learning tools anywhere (and who knows how many i still have to learn). Community is not very active, recruiting is almost absent and everyone that is a newcomer has to move into the game alone and with no help. So lone wolf is the only choice available to start with. Is not even intuitive to learn, because most FPS today are battle royale, or "kill to win" kind of game mechanics. With not much players actually ingame, is not an easy task to find friends and play together. Low player count/low interest is what is killing the game right now imho.
  47. 2 points
    First I don't want this to be a rant as there is a lot of things done right in this game and it is still in development. This is my biggest problem atm. Every game has teamplayers and lonewolfs. If you want a easy accessible game which connects with a lot of people you want to please both of these groups. Right now it is heavily shifted towards the lonewolf gameplay. There is nearly no reason to play together, no mechanic which allows you to play together and the few things that did boost teamplay got heavily nerfed. You don't need to stick together other than generating more points for strikes. Equipment: You don't have a classs system but you can pick different equipment packs which was once a incentive to stick together as you need health, ammo and other packs to stay in the fight. This was totally removed as you can get those on every capture point and you can just run around with meds. You don't need anyone at all to stay in the fight (favours lonewolfs, discourages teamplay). Points: This is the only thing where you can see a difference if you play alone or on a squad. You generate more BP but again you don't need your squad to generate a valid amount of points. You can easily get 2 mephistos, 2-4 tanks and a shitton of bombing runs if you go alone. So much in general that again I don't see a lot of people following orders cause they simply don't need to. (good for lonewolfs, good for teamplay) Vehicles: I rarely see someone playing 2 man tank squad as you don't need it to be effective. Yes someone in the rcws is nice to have but 95% of the power of the tank (100% for certain turrets like the 30mm BMPT27) comes from the driver. Drones fall into the no teamwork section as well because obvious reasons. (favours lonewolfs, weak teamplay capability) Spawn: The Squadleader is just another spawnpoint. You don't get anything from spawning on your squad (Less respawn time or something). Just spawn somewhere cause it doesn't matter. (favours lonewolfs, weak teamplay capability). Weapons: This is more a design choice of the devs as you don't have a class system with specific weapons everyone can have any weapon. So you don't need to specialize in your squad who has the anti tank weapons, long range, short range etc. cause everyone has every weapon anyway. This is per se not a problem as the game is designed this way but again it discourages teamplay as you can master any situation yourself without needing your teammates. (favours lonewolfs, discourages teamplay) I would just give everything to have some kind of teamplay/interaction between players. If you give me a support strike which changes my character to a full medic who only can walk, has 0 armor and only a pistol but can at least heal/get people up or anything I would play him just because I grave some teamplay mechanics. Or a tank where you can only drive and another one shoots. You get 0 kills the entire game and have a KD of -20 I would still go for it. Just something... anything.
  48. 2 points
    If you like that drone thought you should check out the UGV on the roadmap. It's quite a bit bigger than yours but it's still a mini tank.
  49. 2 points
    Zapraszam wszystkich zainteresowanych w Piątek (19.07.2019) o 22:00 na PTE PARTY gdzie zagramy na serwerze 60 slotowym!!! Aby wziąć udział w zabawie i teście obciążeniowym musicie posiadać zainstalowanego klienta World War 3 PTE. Łogiń
  50. 2 points
    shame on you cheating bastard!
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