The discussion is going on already for quite some time and I just wanted to add my conclusive thoughts about gunplay, spawns and some miscellaneous things which admittedly contain a number of propositions. If this topic still draws attention I would love to hear other opinions about my thoughts. ... This has become quite a lenthy post to be honest sorry for that.
The chat in game is often crowded with complaints concerning the spawns. While many of those complaints are whining I think there is still room for improvements regarding the spawn system. One problem I sometimes run into is similar to the following: A group of players tries to attack A1 on Berlin WZ coming from A2. Two or three players take the courtyard and two more the hallway to the right. Being aware of defenders the players approach slowly and methodically but suddenly a defender spawns in the hallway behind the two attackers. Out of pure chance the push can be stopped by a single player.
Something similar might happen the other way round: Because a point is not under attack I spawn there but at the specific spawn point I spawn directly in front of an enemy ready to mow me down. This happens for example on Moscow if you spawn in the crate between A1 and A2.
A third issue I have with some spawn points is their poorly biased location. E.g. again, on Berlin WZ there is a spawn point linked to B1 that lets me spawn a bit south of Brandenburg Gate. If I am in the team starting south that’s not a problem but if I am in the team spawning north I may end in a situation like above where I am in the back of attacking enemies. In anyway I have to expose myself to the opposing team’s starting location where more often than not players will come from. That spawn for the northern team is troublesome I would say.
These are of course only examples which are not representative as often the spawning works just fine, but I had an idea which may help to further improve the system: By now there are several random spawns for each objective and as soon as an objective is being capped by the other team the spawns are disabled. My proposition is to not to let players spawn randomly but choose one of the spawn points. (If I want to defend Berlin B1 against a push from B2 I definitely don’t want to spawn near the plane.) I think this system would be even better with different spawn points for each team but for now I think the existing ones will do.
So far the system I described is highly vulnerable to spawn killing but to prevent that a simple additional mechanic could maybe do the job. Specific spawn points become disabled if enemies are in the close proximity (how close would be to determined and maybe vary between different spawn points). Thus, if we go back to the push from A2 to A1 on Berlin the spawn in the hallway would be disabled. Defenders would know about the proximate direction of the push and attackers can make sure that enemies won’t pop out in their back.
I am sure my proposition has a lot of drawbacks which I fail to see at the moment but if carefully done I think it may help to reduce the spawnkilling frustration and randomness. Pushes and large flanks could be done more methodically as an attacking team can take out single spawn points before approaching the capping are itself (which still would lead to all spawn points being disable). This might also incentivize Defenders a bit more as extra BPs could potentially be introduced for freeing spawn points.
The TTK left aside I would say that the recoil has been the most heatedly debated topic regarding the gunplay since 0.4 has been released. While I absolutely don’t think that the overall recoil is too high I can see where some of the complaints are coming from. The vertical recoil is easily manageable and could be significantly higher on some weapons and so is the horizontally recoil for most of the time until one of those random and harsh horizontal kicks comes into play. I for myself still think these horizontal kicks might stem from server desync or something similar simply because they happen inconsistently and irregularly which increases the amount of frustration they bring. 4 out of 5 times a 8 round spray on someone at 60 m with an AK-15 will do the job (factoring in some normal misses) but 1 out of 5 time the last hit is denied but a sudden kick to the side which only occurs in about that many bursts. If that is in fact intentional I am not too much a fan of it because it will limit the extent by which a weapon can be mastered.
Regardless I would propose some general changes about the recoil which may also help to differentiate weapon categories from another. Let’s go back to the AK-15. By now the vertical recoil is easily controlled so keeping the weapon vertically stable is not a problem. But horizontal randomness will reduce my precision no matter what I do. Thus, a certain level of effectiveness is easily reached with almost every AR in game. Unpredictable kicks to the side will throw off the skilled player as much as the casual newcomer who has no struggle to control the vertical recoil after only a couple of hours in game.
My suggestion: Give ARs an even more distinctive recoil path than we have now but increase the vertical recoil by a noticeable margin. The, idea would be that it takes more hours to fully master an AR extending the range at which a player will confidently spray enemies or land a bodyshot – headshot combo.
For SMGs on the other hand I would propose a vertical recoil similar to what it is now but give them slightly more horizontal recoil. In this case the idea would be that in CQC even with horizontal kicks (soft ones!) you would not be thrown off target and at the same time recoil compensation would be easier due to the reduced vertical strength of it. At longer ranges the horizontal recoil will lead to more missing shots firing a long burst. This should give the SMGs a more distinct place as short to medium range weapons while ARs shine on medium to somewhat longer ranges.
Battle rifles being more or less upgunned ARs would follow a similar approach with maybe even less horizontal randomness and more vertical recoil so that it truly feels like taming a strong powerful weapon.
Another more general idea: By now crouching or going prone has an impact on weapon sway but not on the recoil. I wouldn’t mind if there was a small differentiation between the stances recoil wise.
Speaking of the weapon sway I think it’s something that holds back the semi-auto capacities on long range. Maybe I just don’t get the hang of it but trying to quickly land consecutive shot with a high-powered scope sometimes feels awful. Often, I have the impression that my shot didn’t land where the cross hair was placed and compensating for the recoil and ongoing sway to land a second shot is sometimes a matter of luck depending on the phase of the sway. For bolt action rifles this might not be as difficult as only a single shot is needed most of the time, but I think having the possibility to steady the scope for a short time would be a nice addition.
If not manually by assigning an extra button I think one could also make use of the already implemented adrenaline mechanic. The higher the adrenaline the higher the scope sway and with low adrenaline the scope sway becomes much less pronounced?
Foot steps have been mentioned a couple of times already. If they become a more reliable source of information blind rushes should be punished more.
I feel like movement speed is slightly too high. I know the maps are large, but the freaky fast velocity also promotes running and gunning given how fast one can move between cover.