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Zvolteh

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About Zvolteh

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  1. Hey there I'm shamelessly ripping off Dunabar's fantastic post with my own ideas for how to improve the Berlin map and the game mode as a whole. I'd like to make sure to be upfront that a lot of my ideas are inspired by Dunabar's work and I'll be following his established format in this post. Some of my suggestions are things that Dunabar had suggested before, such as his ideas for how to make the objectives more exciting and varied. Most of what I have to suggest is in a different format for the mode. I find that current Breakthrough can be very condensed, with the points/zones being fairly close as well as quite small. This leads to a mode that feels as though it has lost some the more tactical aspects of the game and is very chaotic. As with Dun's preface, these are just suggestions and all criticism is welcome, as are suggestions on how to improve upon my idea for the mode. Thanks for giving this a read! Main Goals: To spread combat out over a larger area, both utilizing more variation in combat, and creating combat that is more tactical and less claustrophobic. Create safe spawn zones to prevent spawn-killing and spawn farming. Slow down the pacing of the mode to promote tactics and teamwork while reducing chaos, without making the mode dull or empty feeling. Secondary Goals: Just as Dunabar did, create a story, point specific objectives, and targets, to make the mode feel more immersive and engaging. Create a mode that caters to the preferences of all players with small (5 players per team), medium (10 players/team), and large (15 players/team) engagements in a single match. Any asymmetrical elements such as different vehicles for East/West are welcome, however this is not my primary concern nor my specialty so I will not comment specifically on this aspect. Berlin Breakthrough Story: (East - Attacking Team) Following a successful push through the Baltic States, the Eastern Forces' next major challenge sits before them in Berlin. The Western Forces stand in their way, however, and aren't going to let the East push through to Paris, the final bastion of the West's Defense. Having already secured the Northern airfield, they must now push through the core of Berlin in order to secure the Southern airfield. The Eastern Forces must quickly push through the city to the Tempelhof Field to prevent further reinforcements from squandering their advance. (West - Defending Team) After the fall of the North side of Berlin, it is up to the remaining Western Forces to hold off and repel the advancing Eastern Force. The enemy forces must be held back to prevent them from pushing deeper into the heart of Western Europe and assaulting Paris, a key point for control over Europe. The Defense Force must prevent the Eastern advance from securing the last Tempelhof airfield until reinforcements arrive to drive off the attacking force. Berlin redesign Concept Map and Markers: In my version of Breakthrough, I opted for three points and three sectors rather than the two point scheme that is currently used. Due to the third point in each sector, the player limit would also be increased to 30 players, or 15 on each team. Additionally, spawning on squad members will not be possible. This is likely a controversial idea, but I will explain the reasoning later on. As denoted by the symbols on the graphic, different spawn points are available to each team during each phase of the match. The first phase, the Alpha Phase, would begin with a one minute preround timer. During this time, the defending team is able to spawn on each of the objectives, A1, A2, and A3, in order to allow for the team to correctly divide the team into squads to defend each point and get in a defensive position. During this time, the attacking team is able to spawn, however their movement will be restricted to their deployment zone. This is to allow for the attacking team to establish squad organization and determine which players will go where. One the preround timer is up, the match will officially begin. The attacking team's spawn points are denoted by the purple stars, the same spawn points as was available during preround. Defenders will no longer be able to spawn on the objectives themselves once the match has begun, and will now be able to spawn on the red diamonds, the orange diamonds, or the yellow diamonds. If the attacking team is able to complete all three objectives within the sector, there will be a one minute retreat! phase, similar to the current game. During this time, the defending team will be able to spawn directly on the next set of objectives, as they were able to do during the preround. The next phase, Bravo Phase, will follow the same set of rules as the previous phase, however the attacking team will now be able to spawn on the red stars as well as the previous spawn points. The defending team will no longer be able to use the red diamond spawns, but will still have access to the other two spawn locations they previously had access to. Just as with the previous phase, should the attacking team complete all three Bravo objectives, the game will have a retreat! phase and progress to the final sector of the map. The final phase of the match is the Charlie Phase. During this, the attacking team will now have access to orange star spawn points, and the defending team will only have access to the yellow diamond spawns within their deployment zones. Once again, during the retreat the defending team will be able to spawn directly on the objectives within the charlie sector, while the attacking team will be unable to enter or fire weapons within the zone until the timer is run out. I had neglected to mention this earlier, but unlike the current retreat phase, it will last a full one minute rather than ending once all players have left the captured zone. This is to ensure the defending team has enough time to properly set up their defense and promote a balanced match as both teams have this time to reorganize, rearm, and restrategize. Why Remove Squad Spawning? I believe the removal of squad spawning will help reduce the "body spam" that the current version of Breakthrough exhibits. By limiting the respawns to the designated points, teams will have to be more careful in regards to their gameplay and movement rather than allowing one member of the squad to hide behind cover while the rest of the squad continually rejoins the fight in the same place they were when they were killed. This will promote more tactical gameplay and more teamwork, as members of each squad will have to work and push as a unit to make progress rather than throwing a mass of bodies at the objective until they succeed. Why Three Points Rather Than Two? Having three points as well as three squads of five members, with one squad dedicated to a single objective from each team will create a fun and balanced fight over each objective. Additionally, each sector will allow for small, medium and large skirmishes. Once one squad is able to complete their objective they are free to reinforce the other objectives as needed. This goes for both the attacking team and the defending team. This means that each phase as objectives are taken/lost, the players will reinforce points which are still active leading to a larger fight on the subsequent objectives with more players and more action. This will cater to players who enjoy smaller skirmishes with fewer players while also appeasing players who enjoy the chaotic ambiance of a large scale war so that all play styles have a role to play and can find enjoyment. Alpha Sector Objectives Alpha 1 Objective Type: Intelligence Secure Objective Target: Computers and Server Objective: Obtain Enemy Weapons Intel How to Complete Objective: Attacker must "hack" the computer system which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they secure the enemy's weapons data. Alpha 2 Objective Type: Target Destruction Objective Target: Communications Array Objective: Destroy the enemy communications control How to Complete Objective: On top of the building lies the control panel for the Western Forces' radio tower in the courtyard below. Use explosive weapons and gadgets to destroy the panel or plant a bomb to destroy it. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Note: The timer lengths are very much subject to change, however I believe allowing for faster defuse than plant will promote use of unique gadgets and tools such as C4 or Semtex grenades to increase the chances of success and will promote more teamwork to destroy the objective. Alpha 3 Objective Type: Location Secure Objective Target: Rally Point Objective: Clear and secure enemy rally point How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Bravo Sector Objectives Bravo 1 Objective Type: Target Destruction Objective Target: Enemy Artillery Silo Objective: Destroy the Enemy Artillery Silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Bravo 2 Objective Type: Secure and Extract Objective Target: Experimental Drone Technology Objective: Secure the enemy's new experimental drone How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the experimental drone away out of the shipping container. Bravo 3 Objective Type: Intelligence Secure Objective Target: Subway Terminal Objective: Hack into the city's transportation mainframe How to Complete Objective: Attacker must "hack" the transportation terminal which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the terminal to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the terminal is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over Berlin's subway system. Charlie Sector Objectives Charlie 1 Objective Type: Location Secure Objective Target: Downed Cargo Plane Objective: Secure the weapons cache in the downed plane How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the weapons cache away. Charlie 2 Objective Type: Intelligence Secure Objective Target: Drone Control Center Objective: Gain control of the enemy drones How to Complete Objective: Attacker must "hack" the drone control computer which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over the Western Forces' drones patrolling South Berlin. Charlie 3 Objective Type: Target Destroy Objective Target: Anti-Air Missile Silo Objective: Destroy the enemy missile silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery to ensure the Eastern aerial advance to destroy the Southern airfield. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Final Thoughts/Statements Please give any feedback that you think would improve the idea, and once again thanks to Dunabar for the inspiration and I hope I didn't blatantly rip off too much of your ideas... it's hard not to when your ideas are so good! Thanks for reading, this took way more effort than I thought it would and needless to say I'm impressed as I did maybe half the work Dun did on his. It would definitely take some new assets, so the full implementation clearly isn't something that would be done anytime soon, but I think the core concept of a 3 lane 3 squad system could be done without too much work and I would love to see how it pans out. I also wanted to mention that I made it so each subsequent objective type changes, so that the 1 points are a different objective type each time, as are the 2 points and 3 points. I think this idea would lead to a very fun game mode, and things like spawn locations could always be changed to fit whatever works best. Thanks again for reading, I hope you enjoyed the read.
  2. A couple issues with BRE as is currently: Spawn timer is very low - not inherently a bad thing until combined with #2 Squad spawning - I know I'm in the minority for not being a fan of squad spawning, but in this mode as is its definitely a problem combined with the low spawn time. It means that killing people doesn't actually mean anything if they have a squadmate still alive and they can immediately rejoin back where they already were, making the mode disproportionately favor a squad that is in voice chat and working together so that they can infinitely respawn without any punishment for dying. It is especially bad when one team has players organized in comms while the other is randoms and leads to a very frustrating experience that leaves almost no chance to fight back if you aren't on the team with the full squad. Spawn killing - already mentioned but there are many areas that you can have line of sight on the enemy spawns and repeatedly spawn kill them. This exists both on attacking and defending sides in different areas. Bomb plant/defuse timers - The plant timer is very short and can be done while moving and even from behind cover or around corners. The defuse timer being twice as long doesn't seem right. Possible fixes: 1. + 2. - Increasing the spawn timer would be the most simple way to address the issue but I think there might be a better fix. I'm personally a bigger fan of the idea of not having squad spawns, since the distance to travel between the attackers and defenders points they can spawn at isn't very far. Plus, I think the teamwork involved in making a full push together as a squad from the spawn is more engaging than spawning on eachother right back into the fray. A little downtime for travel I don't think is bad, and combined with wave spawns could actually help randoms work together a little more since they would have to put a little more thought into their movements and positioning rather than respawning on their teammates into a stalemate over and over without any progress. You'd probably have to increase the game time and bomb timers though when doing this. 3. - Just move them lol, no line of sight to them and maybe give a couple different options for each point rather than it randomizing so you can avoid getting spawn trapped when defending for example. 4. - Increase planting timer and lock movement. Because the defuse timer is so long you really only have around 30 seconds max to defuse the bomb, which at the very least feels deceiving since the last 6 seconds are dead. Maybe it freezes timer in the process of defusing or just decrease defuse timer?
  3. And for that weird little argument that y'all's are having, you're all wrong in some ways and right in others, and a lot of opinions too. Gun balance is mostly good at the moment, barring any bugs. Sway, eh, who cares? The sway in this game is such a non issue, stop being babies. Go play Arma 3 and come back here and you'll forget sway exists anymore. That's a good thing, btw. Why would you want more sway? What's that gonna do but make it universally more difficult to kill the guy you're aiming at? Idk about you, but when I'm sitting there in a rough place and there's multiple enemies pushing me, I need my bullets to go where the hell I'm aiming, and to do their job. And sniping takes skill, don't act like it doesn't. If it took no skill you'd be doing nothing but sniping yourself. Nothing to do with morals. The reason it always looks cheesy or unfair when someone is repeatedly killing you with a sniper (especially in cqc) is because they're outplaying you. Here, once you can do this you'll understand horizontal recoil isn't fun, luckily new attachment system has horizontal recoil reduction and stats for that, altho it's not fully implemented yet it seems, but it should be a way to optimize recoil on a gun-by-gun basis.
  4. He said an iMac, which is more like a desktop than a laptop. But, it's an iMac, which is the real problem there.
  5. Go play 4 games, 2 with using shotguns only and 2 with ur favorite/best gun. Average your kills/deaths then come back and tell me that shotguns are still OP. I'd maybe agree if there was an unbalanced skillfloor/cap, but there really isn't. You have the MCS, pump action shotty, does what you'd expect. Tends to work pretty well, if you have dead on aim at closer ranges it's usually a consistent kill. If your aim is off you gonna have a bad day. Medium skill floor, medium ceiling. It's the definition of a weapon you gotta earn your kills with. The MCS is balanced in that it allows a player with good aim and positioning to get a one shot kill, but because of the low rate of fire, it doesn't scale well into encounters with multiple enemies or where you can't kill on the first shot. It's the equivalent to a bolt action sniper, but good at close range and bad at long range. The vepr tho, it's also exactly what you expect from a semi auto shotty. It serves the opposite role to the MCS in that the high rate of fire let's you spam and still get kills. It's a "noob friendly" gun. It's also a pro favorite, too. Low skill floor, high skill ceiling. If you're able to make quick snapshots and move between multiple targets quickly and accurately, the high RoF makes it much better than the MCS at fighting multiple opponents. The downsides that balance it are that the vepr is NOT a consistent kill. The range for it is abysmal, and in general you're just going to be doing less damage shot for shot than the MCS, especially so if you don't have pinpoint accuracy. It also burns through ammo very fast if you spam for your kills, and can quickly force you to swap to another gun. Again, similar balancing concept as semi auto snipers. Fun fact! This balance "schema" (Low Floor/High Ceiling) is very common in games. Not to be confused with LF/LC, such as the classic "noob toob" If anyone wants to discuss game balance it's a topic I really enjoy so hmu
  6. I'll always disagree with wanting to slow it down. Insurgency already fits the "between squad and battlefield" niche in core gameplay. What's fun about stationary gunplay? It's just camping.
  7. We just recently rediscovered a "fixed" map glitch when testing on PTE, and those two then decided to check live to see if it was there as well. This would be from that time, sorry for the inconvenience.
  8. 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.
  9. I'm okay with this too, kinda. Rockets are the biggest issue that is unbalanced with the heli. No one ever complains about a heli being OP when the heli is using the machine guns because compared to the rockets it's like running around with a pistol. So we're left in an awkward position where survivability nerfs just make the machine gun heli even less usable. Maybe it needs a more distinguished weight/armor/gun system. Increase the weight for rockets and make armor/health something selectable that adds weight too. From there you could make weight significantly impact maneuverability and handing. A heli with light armor and rockets would be medium speed but able to be killed easy, while a heavy armored heli with machine guns would also be medium speed but not die as quick. You could make armored with rockets (as it is now) but it would be slow to move and turn, making it able to take a couple more hits but harder to get away.
  10. To be honest, if supply drops were added and the current were removed I would want to be able to lock it so that no one but me is able to restore from it. Quite honestly, ammo is more effective in the hands of some people than others, and I'd rather not find myself in a pinch because the supply point I called in got all used up by someone with a negative k/d whose strong point clearly isn't shooting. The current system allows for gameplay to stay quick and keep moving, and has helped alleviate some of the serious issues with the effectiveness of certain gadgets. Before equipment packs running c4, claymores, and mini UGV was almost useless because of how unreliable and generally less effective they are than any other means of killing someone/thing, but with this you have more of a chance. If RPG spam is an issue, it doesn't seem any more of an issue than it ever has been. In fact it seems better since RPG+Ammo pack was seemingly half the people on a team before. Variation is greater now, before it was either everyone with ammo or everyone with medpack. Additionally, teamwork for the sake of teamwork isn't a good mechanic. Throwing bags to each other to refill is teamwork, sure, but is it particularly high depth of teamwork? In a one life mode those mechanics are much more important, but in warzone I'm not convinced.
  11. Agreed. I was proposing something along the lines of 15-25 meters, since being able to jam from across the map would be a bit too strong. More than anything, bringing in mechanics such as this (ones that don't completely hardcounter other mechanics, and that still allow for play and counterplay) helps increase the possibilities of other mechanics. If there was a tool like this that helped against drones, it would give the opportunity to increase the effectiveness of drones with better armor or decrease the cooldown on the ground drones and CUAS.
  12. That would just be a gadget that replaces jammer strike. I thought of that at first too but realized it's kinda not a fun mechanic. It's just something that sits there passive, without any effort and without adding much in terms of unique gameplay. Plus, a constant area jam like that without BP cost or cooldown is really OP
  13. Normal selection of turret type (could be limited to the turrets available on the other drones or include the MBT cannons) Being able to call them in on top of roofs (calling in UGVs doesn't let you call them on to roofs) and then have it be a completely stationary, unmoving turret. You'd still be able to aim it in full motion. It would have health just like any other drone and should be able to be destroyed. It would also be nice to be able to not lose the drone when dying, but lose control of it when dying being unable to return to it until you respawn (I think all drones should be this way, especially since you can just sit in spawn areas completely safe anyways). It would also open up opportunities for mounting a drone up on a roof away from the edge, so that it is useless against but safe from ground targets. From there the turret could be used as anti-aircraft, to combat heli drones, or any other future airborne threats. If able to use them even after dying and respawning, it could also allow for defensive fortification, able to be used to prepare for future heli threats, or for other modes like breakthrough. I would make some sort of way for infantry to deactivate it when right next to it, like you would a landmine or claymore.
  14. It would jam signals when the trigger is help in a cone in front of it, within a short-medium range. It could be used to jam both drones and even enemy radars, as long as the jammer is continued to be activated and aimed at the target. It could work as either a gadget or maybe a special weapon (like RPG), based on how strong it is for balancing purposes. If the range is generous enough to reach a heli drone (as long as its relatively near) it could act as a good countermeasure that still requires skill and isn't a complete easy counter, since the driver would still have 5 seconds to get away or try to juke the person jamming them. It could lead to some cool scenarios where one person jams a UGV while another person runs up and places c4 or otherwise. It could also open up opportunity to make drones more effective/survivable.
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