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  1. To WW3 developers, I would like to inform that I noticed some mistakes on the sights concepts and designs. 1.) The See Thru Sight is actually called The See All Open Sight glows due to Fiber Optic & Tritium & it's used like an iron sight, aim the reticle above the target, This photo may tell the difference of the signt from WW3 itself & it's real life counterpart, The difference is The Concept and The Design, I heard this sight on reviews before WW3 came out. I hope you fix this sight on the game because I sent some emails and tweet sometimes about the issue I noticed, I heard you respond efficiently to The Community, I haven't tried the game yet I just observed and did some few research of these sight before the game was launched that is why these sight looked familiar. 2.) The 2x Magnifier is not a canted secondary sight, it is just put on a canted position when not in use but it's purpose is to zoom the scope of The EoTech Holographic Sight from 1x to 3x or even 4x, and maybe you may add The Famous Trijicon 4x ACOG Scope on the next updates. 3.) The EoTech Holographic Sight is Mispelled as KoTech on the Logo of The Sight's Design. The reason why I talked about this topic is that I noticed mistakes on these minor details but The See All Open Sight, this is a good sight according to gun review on real life but the design made, it makes the sight look broken and The Sight is fully green in the glass it was zoomed by the glass to look like that. And The use of it is like an Iron Sight, unlike RDS where you put the reticle of the sight on the target, Iron Sight, the reticle of the sight is aimed above the target. When I saw the game as it grows despite the game still in progress I enjoyed the commitment you have for the game, some players just got frustrated on the issues of the game but they forgot that, The game is still in progress. That is why the game is still in Early Access, to also improve the game thru the feedback of their customers who play the game if they found errors, bugs and etc... I would like to play the game when it's finished I lived in The Philippines, like Poland, Our country also suffered heavy damaged during WW2 the Second Most Damaged Country during WW2 due to The Japanese Occupation from 1941-1945, been invaded a day after Pearl Harbor, I also like to try the game because I like to try somehting new, I'm tired of seeing other players play the same game without trying the others... That's all I can say...
  2. Hey Folks So, one last suggestion post for the decade, and I chose to give it to the Moscow Breakthrough rework suggestion. This was a little tricky to come up with, primarily because I was trying to work with what is there like always, and mainly because I didn't want to suggest anything too extreme given that Moscow is apparently going to get a rework at some point to come. While Ragir has stated that it will be for Deployment Zones, there is always that chance it could be something a little more than that. But, that is Warzone and this is for Breakthrough, so... Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Moscow. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Moscow Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams (West - Attacking Team starter Vehicles) VAB Command Vehicle Boxer IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Moscow Breakthrough Story (West - Attacking Team) Fighting street to street, building to building, alleyway to alleyway, that has been the experience of Western Forces since the start of the siege of Moscow. Eastern Forces along with Partisan Support have done all they could to stop the advancement of the West from driving deeper into the city. But, with the Kremlin walls breached, the city center is at risk of falling to the West, and more of the blood price will need to be paid if the East hopes to keep the West from capturing Moscow. (East - Defending Team) Engage the enemy at every turn, that was the order passed down by Eastern Command. An order that has laid the blood cost at the feet of all defenders of Moscow and a order that is being fulfilled day & night during this West's siege on the city. With the Kremlin walls breached, the West has begun their drive for the center of the city, and Moscow's defenders will need to be ready to pay the ultimate price to ensure the West cannot take the city center or Moscow will once again be lost... ---- Moscow redesign Concept Map and Markers I've developed this rework suggestion for Moscow's Breakthrough map using most of the same ideas from my older reworks with some different spins, starting of course with a new location for the Attacking team to come from, and like usual the attacking team is going to progress the game via trying to capture Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, Echo Sector, and finally Foxtrot Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in what would be a out of bounds zone for the Attackers (aka the Red Star) or spawn in their Deployment Zone in the bottom right corner for Alpha & Bravo, or the upper left corner for Charlie, Delta, Echo, & Foxtrot if they wish to bring Vehicles up to the frontline. The markings on the map are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Colored Star in a Black Circle - Defending Team Spawn Area. A1/A2 - F1/F2 - The general location of the Objective Points in the Sector. (Assuming People didn't read my previous rework suggestions posts) The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on (current) Berlin Breakthrough where they can be pinned into their starter deployment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (West - Attacking) Attacking Team Deployment Zone - Same as the East Team on Warzone. Wasn't able to get a screenshot unfortunately. Alpha Area Spawn after capturing Alpha Bravo Area Spawn after capturing Bravo Charlie Area Spawn after capturing Charlie Delta Area Spawn after capturing Delta Echo Area Spawn after capturing Echo (East - Defending) Alpha Area Spawn during Defense of Alpha Bravo Area Spawn during Defense of Bravo - There is no need for two separate spawn areas for Bravo and the area is the same as the West Team on Warzone. Charlie Area Spawn during Defense of Charlie Delta Area Spawn during Defense of Delta Echo Area Spawn during Defense of Echo Foxtrot Area Spawn during Defense of Foxtrot - There is no need for two separate spawn areas for Foxtrot. ---- Non-Objective based Prop suggestion changes/additions "Patching" the Wall and Blocking off the Tunnel entrance - The Wall should be "patched" with some rubble that blocks off line of sight & movement through it and the side passage blocked off with some barriers or something. This is primarily to keep the Attacking team from being able to swarm the last set of Objectives from two different fronts and keep the Defenders from getting pinned down by enemy Vehicle or Sniper fire in their deployment zone as easily. ---- Alpha Sector Objective Types, Targets, & Stories Alpha 1 General location Link Objective Type: Disarmament Objective Target: Signal Jamming Truck Objective: Disarm the signal Jamming Tower How to Disarm: An Attacker needs to stand at the enemy's Signal Jamming Truck in the Objective area and then upon hitting F they'll begin "disarming" the Jamming System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Aside from the Signal Jamming Truck, I don't think much else is really needed in this area. Alpha 2 General location Link Objective Type: Area Secure Objective Target: Meeting Room Objective: Secure the enemy Room How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Not a lot of room to work with, so I'm not sure what more could be done besides maybe having both tables flipped on their sides instead of just the one, and spread apart a little to act as two dividers in the room. Alpha Sector Story (West - Attacking) Alright People it's time to take the city center of Moscow and bring this war to an end hopefully. Your first mission is to disarm a Signal Jamming Truck located inside the Senate's Courtyard and capture the Senate itself. Once you do that I will see about sending a team in to search the building for any Intelligence vital to Eastern Command. (East - Defending) Everyone take up your positions, Western Forces are about to advance on the Senate! Keep our Signal Jamming truck operational as it's keeping some of the Tools of the West at bay currently. But, most importantly of all, do not let the Senate fall to them! ---- Bravo Sector Objective Types, Targets, & Stories Bravo 1 General location Link Objective Type: Area Secure Objective Target: Construction Supplies Objective: Secure the enemy Supplies How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Area is fine how it is. Bravo 2 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Secure the enemy Supplies How to Destroy: Plant a Bomb on the Supply Truck or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Just need to clear out some stuff and place some sort of Supply Truck in the middle of the room. Could even move some of the construction stacks around to act as nearby cover. Bravo Sector Story (West - Attacking Team) Great work capturing the Senate, but we still have a lot of ground to cover in the area. Eastern Forces have been setting up a defensive position just beyond the Senate and using some of the construction materials to aid in their fortifications. I want you to disrupt their efforts by securing whatever supplies are in the construction area and destroying whatever transport they have in the area. Anything to make defending Moscow harder on them! (East - Defending Team) You have failed to protect the Senate...But, the fight is still going and you have a chance to make up for your failures just now. I've been having teams move construction supplies out of development area and unfortunately one of our trucks broke down. We don't have many to spare, so ensure that Truck stays safe and keep any construction material out of the hands of the West. Everything counts now! ---- Charlie Sector Objective Types, Targets, & Stories Charlie 1 General location Link Objective Type: Secure & Extract Objective Target: Bomber Components Objective: Secure & Extract the Bomber Components How to Secure: Plant a Bomb on the Supply Truck or use Explosive based weapons & gadgets to destroy it. Secure Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Bomber Components being "Secured" a Helicopter Drone will fly down to "Extract" it. Prop suggestion changes/additions: May need a little extra cover, but overall the area is pretty solid with little to no changes needed. Charlie 2 General location Link Objective Type: Disarmament Objective Target: ICBM Truck Objective: Disarm the enemy ICBM How to Disarm: An Attacker needs to stand at the enemy's ICBM Truck in the Objective area and then upon hitting F they'll begin "disarming" the ICBM. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Just need more cover in the area and overall the area should be good. Charlie Sector Story (West - Attacking Team) Nice work keeping those supplies out of Eastern hands, but we just got a critical notification from Western Command. It seems we lost one of our Bombers during a bombing run on Red Square and according to the Pilot before his capture there were Ballistic Missiles being transported through the Square. They reported one seemed like it was still in operational condition, so I need you to disarm it to make sure, and recover any salvage you can from or near the crash site of the Bomber. We don't want the East to have even a slight edge over us! (East - Defending Team) You fools will ensure we lose this war if we don't stop the West from expanding their control over this area!..Fallback to Red Square, setup defenses near the crashed Bomber, and keep the West away from one of the few ICBMs still operational in the area after those early Bombings! ---- Delta Sector Objective Types, Targets, & Stories Delta 1 General location Link Objective Type: Area Secure Objective Target: Food Supplies Objective: Secure the enemy Supplies How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Delta 2 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy Radio Station How to Destroy: Plant a Bomb on the Radio Station or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Delta Sector Story (West - Attacking Team) Great to see those flight components didn't make it into the hands of the Eastern Engineers and especially disarming that ICBM. There is another one active in the area, but I have a team mobilizing to secure it as soon as they can get through the Defenders at the State Museum. For now I need you to secure the Mall ahead of you to ensure Eastern Forces cannot turn it into a Stronghold to repel our efforts today, make it happen People! (East - Defending Team) Starting to think you fools are working for the West the way you surrender ground to them...Make your way into the mall and prepare to repel these invaders while we still have the ability to fight them! We have Radio communications still open and Partisan Forces have been gathering food from the mall to lessen the burden on our forces fighting in other parts of the city. Keep our line of Communication open and whatever food supplies the Partisans found for us! ---- Echo Sector Objective Types, Targets, & Stories Echo 1 General location Link Objective Type: Target Destruction Objective Target: Munitions Cache Objective: Destroy the enemy Radio Station How to Destroy: Plant a Bomb on the Munitions Cache or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: May need a little extra cover, but overall the area is largely solid. Echo 2 General location Link Objective Type: Target Destruction Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Secure the enemy Supplies How to Destroy: Plant a Bomb on the Kamaz-63969 or use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: May need a little cover, but overall the area is largely solid. Echo Sector Story (West - Attacking Team) Eastern Forces will begin to feel the pinch when they start missing out on meals and with their Communications broken we can operate with a bit more haste knowing their unable to speak with Eastern Command. Western Command reports seeing a Eastern MRAP moving into the mall to deliver supplies to local Forces currently holding out in there. Destroy the MRAP and whatever supplies the East has stashed away in there and get that Mall fully under our control! (East - Defending Team) Fallback to the MRAP and our Munition supplies on the other side of the mall! Our lines of Communication might be broken, but our bodies can still fight! We're running out of ground to lose, so you People better start putting your spirits into the fight or we're going to lose full control over the city center! --- Foxtrot Sector Objective Types, Targets, & Stories Foxtrot 1 General location Link Objective Type: Secure Area Objective Target: Museum Entrance Objective: Secure entry to the Museum How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Largely the place is fairly balanced with cover. But, without testing it as a direct capture zone it's hard to say if the area needs work. Foxtrot 2 General location Link Objective Type: Secure Area Objective Target: ICBM Truck Objective: Secure the enemy ICBM How to Capture: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Prop suggestion changes/additions: Just need more cover in the area and overall the area should be good. Foxtrot Sector Story (West - Attacking Team) Great work taking the Mall from Eastern Forces, but we have trouble at the State Museum. Allied forces are unable to breakthrough the Defenses at the Museum in Red Square, so it falls on you now to secure the last active ICBM and secure a entrance to the Museum so we can begin clearing it out of all it's Defenders inside. Do this and we take the city center before night fall! (East - Defending Team) This is our final stand...If you wish to redeem yourselves of your failures this day now is the time! Protect our fellow Defenders by securing the entryway into the State Historical Museum and keep the Western invaders from capturing our ICBM. Take up your positions Defenders of Moscow and hold your ground or die holding it! ---- Moscow End Story (West - Attacking Team Victory) Amazing work team! All Teams begin pushing forward into the city center! Both the Senate & Red Square are under our control and I want a new defensive position established before we attempt to push further east into the city. Hopefully the fall of the Kremlin will be enough to make some of the Partisan fighters & Eastern Military Forces surrender peacefully so we can be done with this war sooner rather than later... (East - Defending Team Defeat) There is no more hope here for us...you have failed Moscow...you have failed your fellow Defenders, and now Death surely awaits us thanks to your failures this day! I hope you take your shame with you to graves- *The Officer is cut off by the sounds of explosives and gunfire.* (West - Attacking Team Defeat) All units pull back from the Kremlin! We're suffering heavy casualties at the hands of Eastern Military Forces and reports are coming in of substantial Partisan Fighters on our flanks- *The Officer's words become drowned out by the sounds of heavy fighting* (East - Defending Team Victory) Victory is ours this day brave Defenders of Moscow! Moscow's volunteer Fighters are currently harassing the enemy flanks, let us seize this moment of Western Weakness, and drive them back while fortune favors us! Everyone push forward and drive these invaders from our homes! And with all that wall of text completed, we bring this post to an end...The hardest part about making this suggestion post was dealing with the Mall and some of the objective areas. While it is a open map in one sense, some of the locations are rather challenging to work with since I'm also trying to think of ways for Attackers & Defenders to spawn in safely with little to no way to instantly get killed by someone on the opposing team. But, as I stated above; I cannot promise this will improve the gameplay/general Breakthrough experience on Moscow. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. I may do a version 2 of this rework after Moscow gets it's rework, but we will see in time. For now, this post has been long enough and I have a little new year shin dig to get to. So, till the next suggestion post in the new year! Have a good one folks and happy new year!
  3. To WW3 developers and The Community, I would like to inform that I noticed some mistakes on the sights concepts and designs. 1.) The See Thru Sight is actually called The See All Open Sight, Model Name: Mk2 Tritium Night Sight, the purpose of the green reticle is to glow in the dark due to Fiber Optic & Tritium combined & it's used like an iron sight, where you aim the reticle above the target, These photos may tell the difference of the sight from WW3 itself & it's real life counterpart, The difference is The Concept and The Design, I heard this sight on reviews before WW3 came out. I hope the sight gets fixed on the game because I heard you respond efficiently to The Community, I haven't tried the game yet I just observed and did some few research of these sight before the game was launched that is why these sight looked familiar. The First Picture: The glitch of The See All Open Sight mentioned on one of the previous forums I read. The Second Picture: The See All Open Sight's appearance on WW3 also mentioned on one of the previous forums I read. The Third Picture: The See All Open Sight's appearance In Real Life and the labels of the parts of the actual sight. 2.) The 2x Magnifier is not a canted secondary sight, it is just put on a canted position when not in use but it's purpose is to zoom the scope of The EoTech Holographic SIght from 1x to 3x or even 4x, this was already mentioned by a youtuber called TactiGamer on one of his videos. He mentioned the information at 4:50 of the video. Video By: Tactigamer on Youtube. 3.) Maybe you may add The Famous Trijicon 4x ACOG (ACOG is an acronym for Advanced Combat Optical Gunsight) Scope on the next updates, I think it is already mentioned by the others on the suggestions. The reason why I talked about this topic is that The See All Open Sight, this is an efficient sight according to gun review on real life but the design made, it makes the sight look broken and The Sight is fully green in the glass it was zoomed by the glass to look like that. And The use of it is like an Iron Sight, unlike RDS where you put the reticle of the sight ON THE TARGET, Iron Sight, the reticle of the sight is aimed ABOVE THE TARGET. Was The See All Open Sight different because to prevent copyright issues? When I saw the game as it grows despite the game still in progress, I enjoyed the commitment you have for the game, some players just got frustrated on the issues of the game and even think it is dead, but they forgot that, the game is still in progress. That is why the game is still in Early Access, to also improve the game thru the feedback of their customers who play the game if they found errors, bugs and etc...
  4. Hey Folks So I was a little torn on how to approach this map and that is mainly because of how the general layout of the map is, trying to work with what is there without needing to make large changes (IE: adding buildings, making whole new bases, Points of Interest, and etc etc), and trying to keep some form of a sensible flow to the map. Now this particular suggestion is Version 1 and would ideally require the least amount of work of the two ideas I have in mind. I may do Version 2 next, I might just do Moscow then Warsaw next since they're all I have left after this post. Not sure what I will do, but I will do something for sure lol. Special thanks to Ragir for providing clean versions of the current in game maps which saved me a lot of edit time. Granted I ended up making the process longer for myself in the end, but that was because of me being...Well, me, and not because of any sort of issue with the maps. if you would like to have these maps for your own suggestion posts, the link down below will direct you to the zip file with them inside. https://worldwar3.com/files/ww3maptexturesclean.zip Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Smolensk. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Smolensk Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework. Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams. (West - Attacking Team starter Vehicles) VAB Command Vehicle Wolverine IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Smolensk Breakthrough Story (West - Attacking Team) As the main Western Army pushes their way into Russia, a large Airborne Operation was sent ahead to secure strategic locations around the city of Smolensk to interrupt any defensive plans Eastern Command had put into place. Initial scans of the region showed Smolensk was free of any Anti-Air Defense Systems in the area, but this was a ploy by the East in hopes of creating a seemingly defenseless, strategic target of interest to the East. Once Airborne Forces entered Smolensk, the hidden Anti-Air Systems came online, and began inflicting severe damage to the Airborne Operation. What Forces did manage to reach their staging objective points however, are now forced to attempt to fulfill their mission with less support than they had originally been promised. (East - Defending Team) With the West making their push into Russia, Eastern Command put into motion a series of strategic defensive plans to try to counteract the efforts by the West. In particular, a seemingly defenseless city of Smolensk. Knowing the West would likely start their initial reconnaissance efforts with either UAVs or Special Recon Forces, Eastern Command ordered the local Commander overseeing efforts in Smolensk to store away his Anti-Air assets till they would be needed. Once Eastern UAV scans detected a large scale Airborne force flying towards the city of Smolensk, Eastern Command had alerted the local Commander, and Anti-Air Defenses were quickly brought on line to counter the Western Air Assault. Initial Defensive reports have shown favorable results so far. ---- Smolensk redesign Concept Map and Markers. Using my previous rework suggestion as a guide, I've developed this rework suggestion for Smolensk's Breakthrough map using most of the same ideas from my Polyarny & Berlin reworks with some different spins. One thing I'd like to see is the Attacking Team moved to a different side of the map once again. However, this time preferably to a brand new Deployment zone exclusive to Smolensk's Breakthrough. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, and finally Echo Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in what would be a out of bounds zone for the Attackers (aka the Red Star) or spawn in their Deployment Zone in the bottom right corner if they wish to bring Vehicles up to the frontline. The markings on the map are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Colored Star in a Black Circle - Defending Team Spawn Area. A1/A2 - F1/F2 - The general location of the Objective Points in the Sector. (Assuming People didn't read my previous rework suggestions posts) The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on (current) Berlin Breakthrough where they can be pinned into their starter deployment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (West - Attacking) Attacking Team Deployment Zone Alpha Area Spawn after capturing Alpha Bravo Area Spawn after capturing Bravo Charlie Area Spawn after capturing Charlie Delta Area Spawn after capturing Delta (East - Defending) Alpha Area Spawn during Defense of Alpha Bravo Area Spawn during Defense of Bravo Charlie Area Spawn during Defense of Charlie Delta Area Spawn during Defense of Delta - This spawn was honestly the biggest pain to figure out and even then I'm not entirely happy with it since it's so far away. However, anything closer is immediately within Attacker line of sight and defenders can be very easily gunned down or have very little option on their return approach to get back to the objectives should the Attackers start to over take them in the objective area. So, if anyone has a suggestion, let me know. Echo Area Spawn during Defense of Echo - Same as East Team's Warzone Deployment Area. ---- Non-Objective based Prop suggestion changes/additions. Aside from a repair station for the Attacking Team moved up into their deployment zone, I cannot think of anywhere outside of the objective areas that need any additional props or props being moved around to improve gameplay. ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Area Secure Objective Target: Radio Station Building Objective: Secure the enemy Radio Station Building How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Alpha 2 General location Link Objective Type: Target Destruction Objective Target: Munition Stockpile Objective: Destroy enemy Munition Stockpile How to destroy: Plant a Bomb on the Munition Stockpile or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a different target. Prop suggestion changes/additions: This whole sector in general could use some extra props placed around it to make it feel like the Eastern Forces have been establishing themselves in this area. A lot of room for the design team to stretch their legs a bit in my opinion. Alpha Sector Story (West - Attacking) So much for Military Intelligence providing a clear picture as to what we're going to fly into exactly...Our Forces are scattered around Smolensk and Eastern Anti-Air Defenses have inflicted a heavy toll on our Operation. But, we're on our feet now and it's time to go to work by first securing that Radio Station Building down the hill and seeing what exactly the East has been moving into the gas station. If it looks like it can do further destructive damage to our operation, destroy it! (East - Defending) All forces stay on alert while Defensive operations are under way. Eastern Command wants to grind the Western Forces down as they advance into Russia, that means we cannot allow this area of Smolensk to fall, otherwise we risk allowing the West to advance with little to no resistance being put in it's way. For now, protect your Radio Station so we can keep in contact with nearby forces and keep that munition stockpile safe for the time being. It will be crucial to our efforts to grind down the Western Invaders. ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Disarmament Objective Target: 96L6 Radar Truck Objective: Disarm the enemy Radar Truck How to Disarm: An Attacker needs to stand at the enemy's Radar Truck in the Objective area and then upon hitting F they'll begin "disarming" the Radar System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Depending on where exactly the Attackers need to go will really determine how much extra cover will be needed. However, if it's more towards the Alpha sector, then I don't think any will be needed really. Bravo 2 General location Link Objective Type: Secure Area Objective Target: Cargo Containers Objective: Secure the enemy Cargo Containers How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Bravo Sector Story (West - Attacking Team) Great work capturing that Radio Station and destroying those munition stockpile. However, we're not out of the woods yet. We need to keep the battle tempo going to our will and the next step in doing that is to secure the local Artillery base. Disarm the Eastern Anti-Air Defenses and secure whatever they have stashed in the cargo containers behind the building. The sooner that base is under our command, the sooner we can begin properly planning to salvage this Operation. (East - Defending Team) Those munitions were critical to our plans to further grind the West down and we have lost contact with our northern Forces thanks to your blunder...But, if we lose that Artillery base, we will be in even worse shape, so get your heads & hearts into your duties, and make sure those Westerners don't secure that base. It cannot fall at all costs or we will likely need to start surrendering even more ground to Western Forces after this! ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Satellite Ground Station Objective: Destroy the enemy Satellite Station How to destroy: Plant a Bomb on the Radar Station or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a different target. Prop suggestion changes/additions: This area just needs a little more cover like chunks of debris from the crater above the bunker, maybe some sandbag walls, and other small to medium size bits of cover. Charlie 2 General location Link Objective Type: Intelligence Decryption Objective Target: Command Station Objective: Secure enemy War Data How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Charlie Sector Story (West - Attacking Team) With Eastern Air Defenses down in this part of the city, we have made a crack in the Eastern Defensive Line, and that means we have our opening to salvage this operation. Your next mission is to secure that Bunker while I get in contact with Western Command to see what assistance they can provide. While you're in there, try to secure what Intel you can on who is in charge of Smolensk's defenses and destroy that Satellite Ground Station they have on top of it. Maybe destroying it will further reduce the effectiveness of their Air-Defenses. (East - Defending Team) You People are delivering Smolensk on a platter to the West at this rate! Fallback to the Bunker while I get in contact with the Radio Station and get them on alert to a possible attack. Keep that Satellite Ground Station online and the bunker secure. Without the Ground Station our Air Defenses will weaken and we won't be able to stave off the West for long in the city and that means the frontline will lose a route to move supplies through...or worse, retreat through. ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Target Destruction Objective Target: Supply Vehicle Objective: Destroy enemy Supply Vehicle How to destroy: Plant a Bomb on the Supply Vehicle or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a different target. Delta 2 General location Link Objective Type: Secure Com-Frequencies Objective Target: Radio Station Objective: Plant a Device to capture enemy Communication Frequencies. How to Secure: Plant a Device on the enemy Radio Station Device Timer: 40 Seconds Delta Sector Story (West - Attacking Team) Great job securing that Intel and bringing down that ground station. Western Command reports that Eastern Air Defenses are weakening, but are still too dangerous to consider further Air Operations in the area just yet. You've done your part here to weaken their Air Defenses, up to our allies to do the rest. However, I want you to move on the Radio Station and capture it from the East. Western Command reported seeing a Vehicle moving supplies into the area and we simply cannot have that happening. So, destroy that Supply Vehicle and capture that Radio Station from the enemy. (East - Defending Team) Fallback to the Radio Station! I need you to hold out till I can secure reinforcements to assist you against the Western Attackers. The Supply Truck there is one of the few I have to spare at this time, so keep it protected along with the Radio Station while I work to get your aid here. ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure & Extract Objective Target: Reinforced Container Objective: Secure & Extract the Reinforced Container How to Secure: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Reinforced Container being "Secured" a Helicopter Drone will fly down to "Extract" it. Bomb Timer: 40 Seconds Prop suggestion changes/additions: Just need some sort of small - medium sized container on the northern side of the roof for the Extraction helicopter to pick up and that is it. Not a lot of room to work with really. Echo 2 General location Link Objective Type: Capture HVT Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Secure the HVI in the Command Vehicle How to Secure: Stand in the capture zone Capture Timer: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Echo Sector Story (West - Attacking Team) We're nearly in a position to salvage this operation, just one last hill to climb, and we're going to be all set. Western Command reports that during the initial assault a Mi-8 Helicopter carrying some interesting cargo had to make a bit of a hard landing on the Helicopter Pad on the Western Building looking down from the hill top and apparently it seems the local Commander is just up the hill inside a Command Vehicle. Secure the High Value Target, extract the container, and then we can focus on taking the city! (East - Defending Team) Friendly Reinforcements will be here soon People! Fallback to my position, we make our final stand here, and we will hold this position down to very last soldiers if needs must! Take up positions and stop the Western Invaders here and now! --- Smolensk End Story (West - Attacking Team Victory) Great job securing that container and capturing the H.V.T. With the Commander of Smolensk's Forces under our watch, we can begin salvaging this operation, and ultimately capture the City from Eastern Command. Their Front line will likely suffer from a lack of supplies and further Air Operations can be conducted with little threat from the ground now in this region. Still a long way to go though and Moscow is still well out of our reach, but the way is open all the same! (East - Defending Team Defeat) The Gate has been breached...the roadways, the railways, and the airways to Moscow are now open thanks to your failure this day...Let us hope that our allies can hold out till Eastern Command comes up with a plan to salvage this failed mission. For now...set your guns down, our part in this war is over, and our time of shame has begun. (West - Attacking Team Defeat) All Forces begin immediate withdraw to primary exfils or secondary exfils! This Operation is a bust, we will need to leave it to the main force to push towards Smolensk without close-air support, and hope the defenses will fall quickly. If not, I fear the Eastern Defenses might very well grind our offensive to a halt till one side or the other manages a breakthrough... (East - Defending Team Victory) Victory belongs to us this day! Clean out these Invaders, secure their wounded, capture their fallen Helicopters, and then prepare for phase 2 of Defensive operations. We will grind their invasion of Russia to a halt and then Eastern Command can set our Counter-Attack in motion when our assets are all in place for the assault! And with all that wall of text completed, we bring this post to an end. I hope you all liked the ideas I've put forward for this Smolensk Breakthrough rework, or at the very least just like the idea of Smolensk getting a rework at some point in the future. I wanted to try to cut this post down as much as possible since my Berlin post was a rather lengthy post given that I had an extra objective area in it with the Crashed Plane. Now this is Version 1 of course and Version 2 will be a little longer. However, given that I still have Moscow & Warsaw to go which will get the same full reworks, I might just focus on getting those done before getting Smolensk version 2 completed. But, for now I will bring this post to an end and till the next suggestion post where I will be covering either Moscow Breakthrough rework or version 2 of Smolensk Breakthrough rework... Have a good one folks!
  5. Hey Folks Well I double timed it like I said I would in Discord and got this suggestion post for a Berlin Breakthrough rework all completed for the most part. But before I get deep into this, just like to start by saying thanks to @Ragir, @Morp, @Rozmo and everyone for their kind responses over my Polyarny Breakthrough map rework suggestions. All those kind words inspired me to go a extra mile with the post down below. So...sorry ahead of time for the massive wall of text, links, colors, and etc you're about to see. I wanted to do some SketchUp work to go along with all this also, but my Laptop is giving me some issues that need to be resolved first. So, once I get those issues resolved, I will edit this post & the polyarny post to include the SketchUp works. Like I said to Morp; they won't be the most graphically pleasing, but they will be better than me trying to explain stuff in text when I'm just about asleep at my desk. Please note: I cannot promise this will improve the gameplay/general Breakthrough experience on Berlin. Without the ability to test these changes myself, it's pure speculation. All suggestions are perfectly welcomed, all I would ever ask for though is criticisms be constructive, not destructive. In the end these are just suggestions, what the developers choose to do or don't do with them is ultimately their choice. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Berlin Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework. Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams. (East - Attacking Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV (West - Defending Team starter Vehicles) VAB Command Vehicle Boxer IFV ---- Berlin Breakthrough Story (East - Attacking Team) After weeks of Strategic Bombing to weaken the City's defenses, Eastern Command gave the order to start the second Battle for Berlin with a combined assault of Airborne, Armored, & Mechanized Infantry. At first the East was gaining ground with little to no resistance. But, as they moved deeper into the city, the resistance became increasingly frequent, and increasingly devastating as time went by. Eastern Airborne Operations had been effectively halted and ground forces were forced into intense street to street fighting without most of their close-air support there to assist them. There is only one path left open to reach the heart of Berlin and that path was through the gates of hell... (West - Defending Team) With Eastern Forces burning a trail into the Heartland of Europe and the lessons from the Battle of Warsaw still fresh in the minds of Western Command. Plans were put into place for the inevitable battle that would be waged in the city of Berlin. Weeks of costly stalling efforts, days of terror under the shadows of Bombers, and hours in waiting for the order to come down from the top. The trap would spring with the mouth of hell opening up to release advance anti-air fire on Eastern Airborne Forces, thunder shaking the earth as precision artillery strikes rained down on Eastern Ground Forces, and every building spewing hot lead upon those unfortunate enough to see it all with their own two eyes... ---- Berlin redesign Concept Map and Markers. Using my Polyarny rework suggestion as a guide, I've developed this rework suggestion for Berlin's Breakthrough map using most of the same ideas from Polyarny with some different spins, I'd like to see the Attacking Team moved to opposite side of the map once again, preferably the Deployment zone for the East Team in Berlin's Warzone map. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, Echo Sector and finally Foxtrot Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in Bravo Sector (aka the Red Star) or spawn in their Deployment Zone in the upper left corner for Alpha, Bravo, and Charlie, or the bottom left corner for Delta, Echo, and Foxtrot if they wish to bring Vehicles up to the frontline. Should the Defenders get pushed back to Delta Sector however, they will instead need to use the bottom Deployment Zone to bring their respawned Vehicles back to the frontline of the game. This is primarily to make traveling between objectives a bit shorter for them since I envision Vehicles to play a larger roll on this map. Inside each of these sectors you will notice one or more markings in them. The markings are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Colored Star in a Black Circle - Defending Team Spawn Area. A1/A2 - F1/F2 - The general location of the Objective Points in the Sector. (Assuming People didn't read my Polyarny suggestion post) The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on (current) Berlin Breakthrough where they can be pinned into their starter deplyoment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (East - Attacking) Deployment Zone - Will need to clear out the Tank Traps so the Vehicles can get through or place the Vehicles on the opposite side of the deployment zone straight ahead in the picture. Alpha Sector Area Spawn after capturing Alpha Bravo Sector Area Spawn after capturing Bravo Charlie Sector Area Spawn after capturing Charlie Delta Sector Area Spawn after capturing Delta Echo Sector Area Spawn after capturing Echo (West - Defending) Alpha Sector Area Spawn during Defense of Alpha Bravo Sector Area Spawn during Defense of Bravo Charlie Sector Area Spawn during Defense of Charlie Delta Sector Area Spawn during Defense of Delta Echo Sector Area Spawn during Defense of Echo Foxtrot Sector Area Spawn - Given how close Foxtrot was to the southern Deployment Zone and the layout of the map. I figured it would be too easy for the Defenders to return to Foxtrot if they had a closer dedicated Area Spawn. I can think of a place that might be a fair enough distance, but it would require a large amount of prop placement. Deployment Zone (North) Deployment Zone (South) Unlike Polyarny however, both Attackers & Defenders will be pretty reliant on keeping their Vehicles safe as much as possible. While they should not be critical to success, they should at least be a major supporting element to either team in my concept of Berlin Breakthrough. ---- Non-Objective based Prop suggestion changes/additions. Double Stack Hesco Barrier between Alpha Sector & Echo Sector - Now the main reasons why I would like to see this tall double stack hesco barrier wall between the two objectives sectors is- It gives the map a visual look to go with the concept that Western Forces are entrenching/have entrenched themselves in Berlin. It's to prevent the Defending team from moving their Command Vehicle or IFV into position to shoot over the wall while maintaining a low-risk defensive position. It prevents the Attacking Team from moving their Command Vehicle or IFV into position to shoot into the Defending Team's Delta Area Spawn. Destroyed Tanks blocking the road to push through the barrier wall ahead - The reason for this barrier of destruction is primarily to keep the Attackers from having Snipers waiting in their Attack Deployment Zone and picking off Defenders spawning in their southern deployment zone and visa versa. This way neither side can shoot at the other between these deployment zones. ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy Team's Radio Station How to destroy: Plant a Bomb on the Radio Station or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new placement for the Radio Station. Prop suggestion changes/additions: One thing I'd personally like see done to this room (aside from having the Radio station placed behind the bar) is the addition of some extra cover/firing positions in the room that make it look like the Defenders were digging in the best they could with what they had. Alpha 2 General location Link Objective Type: Disarmament Objective Target: Demolition Charges Objective: Disarm the Demolition Charges How to Disarm: An Attacker needs to stand at the enemy's primary explosive charge in the Objective room and then upon hitting F they'll begin "disarming" the Demolition charge. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming the bombs. Disarm Timer: 40 Seconds Prop suggestion changes/additions: Aside from making the objective look like a rather large bomb ready to go off, I'd love to see what looks like black det cords running around on the floor, and up the support pillars to smaller Demolition charges that look like they're there to cave the whole place in. Alpha Sector Story (East - Attacking Team) Lead armor elements have been destroyed, the western path has been closed!. We cannot go back either because of Western Artillery strikes...and the street south seems closed off...We have no choice but to go north. Eastern Command mentioned noticing Western Forces moving supplies into Subway station and operating out of a place called the Caffe de roya in the area as well... (West - Defending Team) Get ready People, the Eastern spearhead's lead Armor has been taken out, and their only path left is to head this way. Protect the Demolition charges in the subway till Demolition Teams are done getting everything prepared and keep our line of communication open in the Caffe de roya. ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Secure Area Objective Target: Boomerang Truck - (This link will provide information behind what the Boomerang is exactly. May be something the Devs can get creative with.) Objective: Secure the area around the Boomerang Truck How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Aside from some cover like Sandbags or concrete arranged into defensive positions near/around the objective area, there really isn't a lot I think is needed in it. Bravo 2 General location Link Objective Type: Target Destroy Objective Target: Artillery Shell Stockpile Objective: Destroy the enemy Artillery Stockpile How to destroy: Plant a Bomb on the Artillery Stockpile or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Special note: Should set off a rather large explosion that destroys the Artillery Guns near it and anyone close to the blast area. Prop suggestion changes/additions: This area of the map has a lot of room for potential gameplay. But, the key thing I would really like to see is a few Artillery guns set up (2 - 4 at most) in this general area with a seemingly harden container with Artillery ammunition stored in it that the 'crew' was getting their ammo from. The storage of these shells would of course act as the objective to plant the bomb on. Bravo Sector Story (East - Attacking Team) Good job clearing out the Caffe de roya and disarming those Demolition Charges...If our forces had followed the street over the subway, the entire operation may have been in danger of completely falling apart if the West set off those charges. One of our own Demolition Teams moved around us and took out a Artillery crew on their way to their own objective. They don't have any explosives to spare, so it is up to us to finish their job along with capturing a Boomerang Truck that was assisting the Artillery Crew. (West - Defending Team) All squads pull back to Bravo sector! Without out the Radio Station, we cannot get in contact with the Demolition Teams...Apparently while you were fighting some Eastern Soldiers slipped by your lines to kill the Artillery crew of the nearby Artillery guns working with one of our Boomerang trucks. The Boomerang crew said the Vehicle can perform it's task on it's own, we just need to protect it, and the artillery guns while they take away our K.I.A. Stop the Eastern Forces here! ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Destroy the enemy Team's Supply Truck How to destroy: Plant a Bomb on the Supply Truck or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Prop suggestion changes/additions: Aside from maybe a little cover in the area, I just think a simple military truck put in place (preferably to block off line of sight of that entryway to the Yellow Hotel from the collapsed building behind my character in that picture), I can't think of much that really needs or could be added here. Charlie 2 General location Link Objective Type: Demolition Objective Target: Marschallbrücke Bridge Objective: Initiate Demolition Charges and protect the Charges Demolition Charge timer: 40 seconds Prop suggestion changes/additions: This is something special I would really, really love to see. I know the game can handle some destruction and I think it would be really cool if the Attackers could prepare a fully reconstructed version of this bridge to be blown up. Sort of like the Attackers are cutting off a path to keep the "Western Military" from flanking their position there. Charlie Sector Story (East - Attacking Team) Great job capturing that Boomerang Truck..Apparently that System was giving away our Movements, firing positions, and more to make life easier for their Artillery crews. Unfortunately our allies that aided us took heavy losses planting demolition charges on the bridge north of here when a western patrol group came through. So, the task falls to us to drop the bridge for them and clear out any patrol Vehicles we find! (West - Defending Team) The loss of the Boomerang Truck and Artillery Guns are going to make things harder on our allies People!..Fall back to Charlie Sector while I get in contact with Western Command over the situation. Apparently one of our patrols killed some members of a Eastern Demolition Team trying to wire the Marschallbrücke Bridge for destruction using some supplies from one of our Trucks. They went to get a crew to handle the charges, so you just have to keep the enemy away from the primary charge till the Demolition crew arrives! ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Secure Area Objective Target: Crashed UAV Objective: Secure the area around the Helicopter Crash site How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Now admittedly this area will be extremely hard to make really interesting/fun, but the idea of two sides fighting for control of this UAV (Which capturing enemy equipment can be a big deal in real War) is just far too tempting to ignore. So, if both possible on a technical front and of interest to the Devs, I'd love to see that left side wall in the screenshot provided be largely modeled after Berlins' TDM version excluding the large open rooms on the western outside wall. Primarily just to open path in the far left corner up those small concrete stairs and the windows opened up so players can see down onto the UAV. This would make controlling this upstairs location highly important to both teams. Aside from that, maybe some stacked crates or whatever to use as light cover would also be good down in this little corner yard. Delta 2 General location Link Objective Type: Target Destruction Objective Target: Radar Objective: Destroy the enemy Team's Radar How to destroy: Plant a Bomb on the Radar or Use Explosive based weapons & gadgets to destroy it. Bomb Timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new target for destruction. Prop suggestion changes/additions: This is far more simple. I suggest moving the Radar you see in the linked image over to where the Truck, Trees, Shipping container are primarily to spread the two objectives apart from each other a little more. Then where the Radar is currently, add either a truck or two, maybe a shipping container, or whatever form of heavy cover in it's place. As for ideally where the Radar would then be, I would suggest adding a mixture of light & heavy cover in the form of Sandbags, concrete slabs, walls, maybe a couple tank traps for visual appeal, and whatever other form of cover to make up for the removal of so much just to move the Radar. Delta Sector Story (East - Attacking Team) Great work taking care of that bridge and the supply truck. Eastern Command reports of a motorized group trapped on the other side that were coming to assist their allies.. Our new mission is to push deeper into the area to secure a crashed UAV we had lost during the opening Western Ambush and destroy a Radar station that our Artillery can't reach without getting in range of the Western Artillery. (West - Defending Team) You people need to get your heads on straight and stop letting the enemy have their way through Berlin! Fallback to Delta Sector to protect our Radar and the Eastern UAV that crash landed in the courtyard. If our Engineers can salvage anything from that UAV to help us push the East out of Berlin, than we might be able to end the East's offensive in Central Europe! ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure Area Objective Target: Crashed Helicopter Objective: Secure the area around the Helicopter Crash site How to Secure: It works just like Warzone's capture points. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zone. Prop suggestion changes/additions: Not much needs to be done in this area that I can see. Plenty of cover around, just need to make sure the capture zone is large enough to not have everyone out in the open space. Echo 2 General location Link Objective Type: Disarmament Objective Target: NBS MANTIS System (This Link will show what the NBS MANTIS is) Objective: Disarm the NBS MANTIS System How to Disarm: An Attacker needs to stand at the enemy's Operational Radar in the Objective area and then upon hitting F they'll begin "disarming" the Anti-Air System. During this time their Teammates will need to protect them while the Defenders try to stop them from disarming the bombs. Disarmament timer: 40 Seconds Prop suggestion changes/additions: I know I've already suggested some big changes and I'm going to suggest just one more big change (maybe 2 depending on some stuff,) I'd love to see this section of the map near the Brandenburg Gate changed a bit to look more like a medium sized Military check point with various size sandbag walls, the Anti-Air NBS MANTIS System with it's guns as a feature piece of the area, and some other stuff to make it look like the Western Military was really serious about posting people at this spot. Echo Sector Story (East - Attacking Team) With the UAV secured we can have a recovery team come in to take it away and the loss of the radar has apparently allowed more of our guided munitions to support our allies elsewhere in the city. So, fine work team! We now need to secure one of our crashed Helicopters in the Pariser Platz so a recover team can recover it along with our dead. The West also apparently has some Advance Anti-Air system near by as well that is responsible for downing the Helicopter. (West - Defending Team) Fallback to the Brandenburg Gate and Pariser Platz Team! We're losing too much ground and it is vital we do not lose anymore! Keep the Eastern Forces from getting anything from the down Helicopter of theirs and most importantly protect our MANTIS System. That Anti-Air System has been keeping Eastern Airborne out of the sky around us and the worse of the enemy's artillery off of us! ---- Foxtrot Sector Objective Types, Targets, & Stories. Foxtrot 1 General location Link Objective Type: Secure Area Objective Target: Cargo Container Objective: Secure the Cargo Container How to Secure: It works pretty much like Warzone's capture zones. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zones. Foxtrot 2 General location Link Objective Type: Secure & Extract Objective Target: C-130 Black Box Objective: Secure & Extract the Black Box from the downed C-130 How to Secure: It works pretty much like Warzone's capture zones. Capture time: 40 Seconds for one person and is faster the more People there are in the Capture zones. Once the Area is secured a Helicopter Drone will fly down and pick up the Black Box. Prop suggestion changes/additions: Overall in this little section I would just add more cover like large stones rolled out of the ground, Military trucks pulled up like the crew was going to load the cargo into the back of them, and maybe some scattered debris around for light/small size cover in spots. Foxtrot Sector Story (East - Attacking Team) The recovery of our fallen allies from the Helicopter will be a moral boost in our fight against the West here in Berlin. The destruction of that Anti-Air System as well puts us one step closer to clearing the skies over Berlin for our Airborne forces...Eastern Command has a final task for us; they want us to secure the area around a downed Western Aircraft near the Steppengarten that was carrying some large cargo and they want the black box from the airplane to see what information we may be able to recover from it. Make it happen Team! (West - Defending Team) Fallback to our downed Aircraft, I will radio command to see about getting some armored support to our position to push their advance back. Let them escape with nothing from our plane and kill them all before they kill all of you! ---- Berlin End Story (East - Attacking Team Victory) The heart of Berlin falls under the control of the East once more thanks to you! Through your efforts we have opened a narrow pathway for our Air support & Airborne Forces to come through and begin supporting our allies. You've made the East proud this day and if all continues to plan we will have Berlin fully secured in a matter of months! (West - Defending Team Defeat) We have failed...all our planning, all our sacrifices...all for nothing. The Shadow of the East falls over Berlin once more and if Western Command cannot find a way to salvage this situation, Berlin will inevitably fall out of western control along with whatever Technology is here...You may have very well handed the East the keys to our defeat in this war! (East - Attacking Team Defeat) No...I cannot believe we failed! All forces pull back to our Forward Operating base before the west surrounds us and pins us in- *The Officer's radio is cut off by the sound of a Artillery round exploding at their position.* (West - Defending Team Victory) Great work Team! Western Command wants us to exploit this situation while Eastern Forces are in turmoil. They're sending us aid in the form of Tanks & Attack Helicopters to clean out what resistance we may stumble across in our efforts to break Berlin free from the hands of the East...Hell, maybe push them out of Germany all together! And with all that wall of text completed, we bring this post to an end. I hope you all liked the ideas I've put forward for this Berlin Breakthrough rework, or at the very least just like the idea of Berlin getting a rework at some point. I know I put a lot forward in both this and my Polyarny suggestion post, and I know most of this could not be completed before 1.0. But, I do it to show what I think could possibly be done to make WW3's Breakthrough more unique when compared to it's Battlefield counterpart. The next map I will cover will be Smolensk which will be the halfway point for this little series of suggestion posts and till I give you another wall of text to read in that post... Have a good one folks!
  6. Hey Folks So, I finally managed to find enough free time to begin working on some Map rework suggestions for the new Breakthrough game mode. I really wanted to do this before Breakthrough left the PTE, unfortunately I just didn't have the time to do so, and needless to say the Devs don't work around my busy life (I know, what a magical shock lol.) Anyways! Using a combination of things from my small & large Breakthrough suggestion posts, I've come up with this suggestion to possibly improve the Breakthrough experience on Polyarny. I'm not a digital snake oil salesmen, I'm not going to make "Oh it will cure all the problems" promises. The suggestions are just that, suggestions. What the Developers do or don't do with them is up to them. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Polyarny Breakthrough Map Rework. ---- Dunabar's "Master Suggestion Post Archive" ---- Main Goals of this rework. Utilize as much of the map as possible. Find places where Area Spawns can be placed for both Teams that require little to no large scale changes to the map. Make sure the Area Spawns are 100% or near 100% safe to spawn into with little to no changes to the map required. Find places where a variety of Objective Types and Targets can be placed that feels fitting to the map. Give faction friendly Vehicles to the respective teams. Create a light story to go with the Map, Objective Types, and Targets. ---- Starter Vehicles for the Teams. (West - Attacking Team starter Vehicles) VAB Command Vehicle Wolverine IFV (East - Defending Team starter Vehicles) Typhoon Command Vehicle Bumerang IFV ---- Polyarny Breakthrough Story (West - Attacking Team) After a successful Amphibious Invasion on the local Shipyard. Western Forces are prepared to push deeper into the Town of Polyarny to expand their control over the region, and ultimately the Kola Peninsula. However, the East will not allow such a major port to fall without a fight and has sent reinforcements to take the Shipyard back. It is up to the Western Invasion Force to quickly secure Polyarny and establish defenses to prepare for the Eastern counter-attack or risk being pushed back into the Barents Sea. (East - Defending Team) With the loss of the local Shipyard, Eastern Defense Forces have been pushed back deeper into the Town of Polyarny, and now stand alone against a Western Invasion Force. Eastern Command will not allow such an important Shipyard to fall though without a fight and reinforcements have been dispatched to support the Defense force of Polyarny in recapturing the Shipyard. It is critical that the Defense Force holds out long enough for reinforcements to show up to counter the Western invasion and push them back out into the Barents Sea. ---- Polyarny redesign Concept Map and Markers. Much like with what happened with Berlin's Breakthrough map, I'd like to see the Attacking Team moved to opposite side of the map, preferably the Deployment zone for the West Team in Polyarny's Warzone map. From this zone the Attacking team will then attempt to capture the Alpha Sector, Bravo Sector, Charlie Sector, Delta Sector, and finally Echo Sector. Defenders will have a choice to either start in Alpha's Spawn Area located in Echo Sector (aka the Red bar) or spawn in their Deployment Zone if they wish to bring Vehicles up to the frontline. Inside each of these sectors you will notice one or more markings in them. The markings are as followed- White Star in a Black Circle - Attacking Team Spawn Area. Solid Colored Bars - Defending Team Spawn Area. A1/A2 - E1/E2 - The general location of the Objective Points in the Sector. The Spawn Areas above are a suggestion to replace the Objective Spawn System currently in Breakthrough. The Objective Spawning System is (in my personal opinion) extremely unfit for this game mode and is too easily abused against the Defending Team since their spawn zones can be camped to the point that Defenders are almost instantly killed upon spawning in. However, Spawning Areas do come with their own problems and these problems can already be experienced by the Attacking Team on Berlin where they can be pinned into their starter deplyoment area by the Defending team. So, having experienced life on both sides of the fence, I think I may have found a good balance of Distance & Security for Spawning Areas for both Teams. However, without actually getting to test this, it's pure speculation. But, with a mixture of trial & error and some prop additions or movement, I believe the Spawn Area can work for both teams just fine. Here are a list of screenshots of the areas I suggest for the Area Spawns if they're to be added. (West - Attacking) Alpha Sector Area Spawn after capturing Alpha Bravo Sector Area Spawn after capturing Bravo Charlie Sector Area Spawn after capturing Charlie Delta Sector Area Spawn after capturing Delta (East - Defending) Alpha Sector Area Spawn during Defense of Alpha Bravo Sector Area Spawn during Defense of Bravo Charlie Sector Area Spawn during Defense of Charlie Delta Sector/Echo Sector Area Spawns during Defense of Delta/Echo - The screenshots I took didn't come out very good and I've had a problem getting spawned on the Eastern Team to get the screenshots. Moving on to Objectives now however, things begin to really change. My 2nd biggest complaint about Breakthrough is that it basically feels like a carbon copy of Battlefield's rush right now in regards to Objectives & Objective targets. However, I know the Devs are using the Radio stations primarily because it's easier to move those than what I'm going to suggest. That said though, I do want to see WW3's Breakthrough be as different as possible from Battlefield's Rush. So, at the risk of being metaphorically lynched by everyone, here we go- ---- Alpha Sector Objective Types, Targets, & Stories. Alpha 1 General location Link Objective Type: Cache Destruction Objective Target: Supply Cache Objective: Destroy the enemy Team's Supply Cache How to destroy: Plant a Bomb on the Cache or use explosive based weapons & gadgets. Bomb timer: 40 Seconds Note: I would just use the spot the current Radio Station is using. Alpha 2 General location Link Objective Type: Secure & Extract Objective Target: "Experimental" Battle Robot Objective: Destroy the enemy Team's Supply Cache How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Upon the Battle Robot being "Secured" a Helicopter Drone will fly down to "Extract" it. Special note: I'm not sure how easy it would be to make a prop using the Battle Robot, so...sorry if I just basically requested a lot of work on top of the coming suggestions of a lot more work. Alpha Sector Story (West - Attacking Team) Alright Team, advance on Polyarny and expect resistance from what remains of the Eastern Forces here. They have been moving supplies into the area in preperation of your arrival and have a strange new UGV there to assist them that doesn't seem operational at the moment. Secure the UGV, destroy their supplies, and get Polyarny under control People! (East - Defending Team) Reinforcements should be here soon, Team. We don't have a lot of supplies left, so make sure to protect your cache, and ensure the new UGV doesn't fall into enemy hands! ---- Bravo Sector Objective Types, Targets, & Stories. Bravo 1 General location Link Objective Type: Target Destruction Objective Target: Radio Station Objective: Destroy the enemy Radio Station How to Destroy: Plant a Bomb on the Radio Station or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, it's just a new placement for the Radio Station. Special note: Radio Station should be where the flipped table is in my opinion and if a little extra cover could be placed in there Bravo 2 General location Link Objective Type: Intelligence Secure Objective Target: Computers & Server Objective: Secure enemy Officer Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and then upon hitting F they will begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: Using the pool tables as some degree of cover, I would recommend placing the Objective Target somewhere around where the closest pool table is located. Bravo Sector Story (West - Attacking Team) Good job capturing Alpha Sector Team, but we have a situation. Bravo Team has come under heavy fire in Charlie Sector and are unable to assault the Officer's Club in Bravo Sector. We need you to head in there to secure Intel on local Officers that have recently been assigned to Polyarny and we need you to interrupt communications between their forces. Assist Bravo Team after you have completed your task! (East - Defending Team) Fallback to the Officer's Club and secure the Radio station & Server that are inside of the building! We cannot risk the West capturing our Officers or severing our lines of communications right now. Charlie Team is currently engaged with enemy forces near the checkpoint along with what remains of Bravo Team, assist them once the Officer Club is safe. ---- Charlie Sector Objective Types, Targets, & Stories. Charlie 1 General location Link Objective Type: Target Destruction Objective Target: Kamaz-63969 Typhoon MRAP (Aka the original Spawn Vehicle) Objective: Destroy the enemy MRAP How to Destroy: Plant a Bomb on the MRAP or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Special note: I'm not sure how easy it would be to make a prop using the Typhoon MRAP, so pardon if I just basically requested 6 months worth of work...on top of all the other work I'm suggesting lol. Charlie 2 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy Checkpoint How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: I know this area is pretty far out of the way and the idea of adding more props might cause technical issues. But, this side of the map is kind of rough and hard to really put in a variety of Objective types & targets without making major changes. So, if it wouldn't cause a lot of technical problems, I think adding just a small Military checkpoint here might give the map a little more flavor and character to it. Charlie Sector Story (West - Attacking Team) Great job capturing the Intel that we needed and disrupting communications for the Eastern Forces. Unfortunately Bravo Team has suffered heavy casualties and lost four IFVs during their assault. We need you to push forward into Charlie Sector to destroy what looks like an Armored Command Vehicle and secure the Checkpoint so we can send another team in to assist you. (East - Defending Team) We needed that place secured People!...Fallback to the Command MRAP and Checkpoint to cover for Charlie Team while they retreat with their wounded. We'll try to get Communications back up with Command so we can see when our Reinforcements will arrive. Keep the West from advancing any further, we don't have much left to hold on to! ---- Delta Sector Objective Types, Targets, & Stories. Delta 1 General location Link Objective Type: Target Destruction Objective Target: Supply Truck Objective: Destroy the enemy Supply Truck How to Destroy: Plant a Bomb on the Supply Truck or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Delta 2 General location Link (Outside view) - General location Picture (Inside view) Objective Type: Target Destruction Objective Target: Fuel Supply Objective: Destroy the enemy Fuel Supply How to Destroy: Plant a Bomb on the Fuel Supply or Use Explosive based weapons & gadgets to destroy it. Bomb timer: 40 Seconds Note: It's what we have going on right now in Breakthrough, just a new target for destruction. Special note: I would suggest putting that cable wheel (not sure what to call it) into that far left corner, add maybe some crates or whatever for a little extra cover, and just basically make a stack of army green fuel barrels up against the center of the wall. Nothing too extreme that I can see. Delta Sector Story (West - Attacking Team) Bravo Team thanks you for capturing that Checkpoint and taking out that Command Vehicle. However, HQ reports that enemy reinforcements are closing in on Polyarny and I need People to get into position to intercept them, so no assistance is coming I'm afraid. Push on to Delta Sector Team, Eastern Forces seem to be moving supplies out of the area and into a Supply Truck. Destroy both and prepare for one more assault after! (East - Defending Team) We're losing too much ground here People! Reinforcements are almost here, just hold out a little while longer, and keep the Western invaders from destroying the fuel supply & supply truck that was left in the area. Reinforcements will need both in the push to recapture the Shipyard. ---- Echo Sector Objective Types, Targets, & Stories. Echo 1 General location Link Objective Type: Secure Area Objective Target: Checkpoint Objective: Secure the enemy S-300 Anti-Air System How to Capture: Stand in the capture zone Capture time: 40 Seconds (for 1 person) so long as no enemy's are present. Works just like Warzone's capture zones (IE: More People in it, the faster it goes.) Special note: Alright, going to go a little nuts here. But, I would suggest clearing out all the Vehicles, putting up one of those S-300 models in the center of that slab of asphalt, and then just place other bits of cover around there like Sandbag walls, tank traps, or whatever that wouldn't cause a massive amount of technical issues. Make it look like the Eastern Military just rolled in and claimed the area as their spot. Echo 2 General location Link Objective Type: Intelligence Decryption Objective Target: Command Station Objective: Secure enemy War Data How to Capture: An Attacker needs to stand at one of the enemy Computers in the Objective room and while holding F begin "securing" the data. During this time their Teammates will need to protect them while the Defenders try to stop them from securing the data. Data Capture time: 40 Seconds Special note: And for the last bit of massive work I'm suggesting. I would suggest putting a little cover down in the lower levels of this apartment building. I know the screenshot is of the room I would like to see the objective placed in and not exactly showing anything else. But, I know the room is between the central & right side downstairs entryways. Place might be a CQC nightmare. But, it would more than like be the last objective and could make for a fun CQC slog for the final objective to capture. Echo Sector Story (West - Attacking Team) Alright Team, one last hill to climb before Polyarny is ours. HQ reports that the East has a high value SAM System in Echo Sector and they want it captured in order to effectively engineer counter measures against it. We've also been hearing Eastern Communication going on once even though it's not coming in very clear. Whatever is being said, there is clearly one Radio Station still operational in the area. Capture the SAM System, find that Radio Station, and get us information on what the Eastern Forces are planning! (East - Defending Team) Our Allies will need to ration their fuel supplies thanks to you People!...Fallback, we make our final stand here. Our Anti-Air System isn't fully operational yet and reinforcements are making their way here as fast as they can. Protect our Anti-Air system and keep the West away from our Command Station so that our allies can take them by surprise! ---- Polyarny End Story (West - Attacking Team Victory) Polyarny is ours People and enemy reinforcements will be here soon... Prepare to give them a "Welcome to Polyarny" that the Eastern Command will feel back in Moscow...After this we prepare to move on Murmansk, Severomorsk, and in time...Moscow. (East - Defending Team Defeat) Polyarny is lost...We have failed the East...and now our Allies are speeding their way towards certain doom thanks to our failure this day...The road to Murmansk, Severomorsk, and Moscow is now open to the West... (West - Attacking Team Defeat) All Teams fall back and prepare defenses at the Shipyard! We have failed to capture Polyarny before the reinforcements have arrived...Now we must try to avoid being pushed back into the ocean... (East - Defending Team Victory) You did it! Polyarny's defenses have held long enough and reinforcements are about to arrive! Take up positions People! Command wants Polyarny and the Shipyard back under control by the day's end! And with all of that out of the way, this brings this Polyarny Breakthrough rework suggestion post to an end. I hope you like the ideas I've put forward, or at least like the general idea of Polyarny getting reworked for Breakthrough at some point at the very least. I know I put a lot forward and basically just suggested massive changes to Breakthrough (even though I've already done that once in the Suggestions to enhance Breakthrough - Large changes suggestion post of mine) that more than likely won't happen/can't happen prior to 1.0 release. But, if nothing else, at least Polyarny might be a little more enjoyable on Breakthrough. Next up I will be covering what I think is the 2nd worst Breakthrough map, Berlin, and depending upon the reactions, comments, suggestions, and etc that happen here will determine what I do with the Berlin suggestion post. All that story stuff I suggested is more for a flavor enhancement for Breakthrough, it's not actually needed, I just think it would help make WW3's Breakthrough stand further apart from Battlefield's Rush. If anyone has any questions or suggestion, please ask/post them! But, till the next suggestion post... Have a good one folks!
  7. Hi how about picking up grenades from ground and be able to throw them back? it's obvious that you cant pick up sticky grenades and impacts, and how about when you shoot at the ammo bags they would have exploded like MW? and how about chemical warfare like artillery or grenades or... and gas masks actually worked or there was like a gear to protected you but it also would have limited your vision or stamina! (and keep that in mind that RPGs are OP) thank you. @Ragir and @weedtime what is your opinion? Edit: Some suggestions may have already been said, sorry!
  8. [Feature] 1) Tactical knifes: current melee in this game is useless and nobody use that, make melee usable at least! 2) Take downs: It would be nice to have take downs from sides or behind or even from front with a quick event like BF. 3) Improve tactical tablets animation: its very cool to have tactical tablet but there is no animation, new COD tablets are more realistic its better that you don't go into the tablet to mark the map. 4) Add Gib/Gibbing: It dosen't matter if its a little or much just add Gib/Gibbing it would make the game better. 5) Breakable weapons: Its just an idea but what if when you shoot at enemies gun gun sight or even the gun could break. Edit: I forgot to say bout doors, maybe add doors .
  9. Hi after almost 100hr of game play i think we just need more gore or as you devs call it " gratuitous violence and dismemberment " add bleeding and even use injury system like when your are shot in leg you can't sprint or in arm your gun recoil gets worse, something like "SWAT 4" what if a grenade exploded next to you and you lost an arm you bleed and if you weapons weight is high you can't lift it you should use your secondary weapon, if you get hit by artillery or tank your body will be exploded to pieces or you lose your legs and die make it more gory and yes i know your PEGI will be changed but please think about it wouldn't it make the game better???
  10. Feedback:- On Warzone Moscow you can shoot through the top/some sides of the building on C1- You still can't shoot with Heli trough windows on C1 on Smolensk- When you use an airstrike like Hellfire and you get killed while controlling bomb, it dissappears. That is very frustrating if you are literally 10 Meters above a tank, you can not miss it, but you get killed and the 6000 points Mephisto vanishes into nothing- When laying down using scope, it flashes sometimes (happened to me on smolensk using PKP)- When you are flying heli drone and you leave it for a sec, to use uav or something, when you turn your soldier, the drone in the air still turns with you. destroyed some in the repair spot like this.- With the thermal and goblin optics for vehicles it is very hard to see the blue or green symbols for teammembers, making it very easy to accidently kill a teammemberSuggstions:- With your animation overhaul, could you add one for bipods too, like for example in battlefield? I wish I could use it looking through a window or use it generally everywhere where it seems reasonable, like crouching behind a hip-high cover or standing on a big enough stone or trash can or whatever, you get the idea.- I feel like some prices are way to high, like for outfit customization or changing bodyparts for guns. I mean 10000 for another handguard, stock or grip? Thats it for now, i know that i had some more things yesterday while playing, but i dont remember all. But I will keep this List updated and add things I encounter in the future.Devs keep up the good work, got it since day one and really love the improvements.Gonna go to the Warzone now
  11. heli is too op now in ASIA nothing can anti it especially in a player called Karabine007 every time he gets 4000bp call a heli and get 10more KDA every game
  12. Most of the following suggestions are just ideas. Feel free to discuss them below. 1. Temporarily saving match results kinda like heroes and generals so you can check them during that session but it gets wiped once you exit the game. 2. Not a direct feature suggestion but fixing the statistics would be neat. ;some values are 0 & some make no sense like my Score Per Minute = 39035.69921875 3. Remove the side bags of the Spartan vest with jacket. its just clipping into the arms 4. When editing a loadout name, let us confirm it by hitting enter too. 5. Would be neat to be able to change the customization background so you can see how the camouflage would blend in OR -> let us change the camo ingame so you can adapt while playing 6. add a searchbar in the customization. for example; searching specific flags or emblems can be a nightmare at the moment and being able to quickfind guns would be awesome too. ->maybe add an autofill & more keywords like continents for the flags and guntypes like assault rifle for guns ? 7. The keybinding option menu isnt wide enough. 8. I think it might be better to change the role (attacker/defender) of a player to be in line with the current squad objective. It might also be good to make it more clear that a player can get the squad lead role when the current squad leader is not giving orders. 8.2 / 9. Objective log : It should show how many battle points a player would get for completing it, and, it should be more visible; often when I request ammo or heals, the player doesn't notice it and just keeps running. 9.2 Add / improve visual feedback for people´s need; symbols when they're running out of ammo, having broken armor or missing equipment. For example, when they're in a radius of about 5-10 meters show the symbol and when you're not looking at them display it at the corners of the screen, kinda like a compass. 10. Add audio feedback & improve visual feedback for squad invites 11. when in supply mode on the war map, make it go back out when clicking on the map
  13. Hello! Let me say that I have very high hopes for WW3 and I am have enjoyed my time playing it. I have played it for about 100 hours and wanted to share some things I would like to see in the game, maybe dreaming a little big but hopefully, some of these get added in! ? CUSTOMIZATION 1. Allow scope to be placed in different spots like further up the top rail 2. Allow for dual scopes, like a HOLO and an ACOG as it is shown on some of the pictures 3. The ability to change the reticule on sight (Color, Design etc.) 4. Add/Remove Camo's from certain parts of Weapons in sections 5. Different face models. 6. More Rail Options / Custom Rail Covers WEAPONS 1. Vector 2. MP5 3. AR-57 4. Scorpion EVO 5. P90 6. M27 7. Mk 14 EBR (M39) 8. Remington MSR 9. M110 (SR25) 10. HK417 11. Barret M52 12. SA80 & L85 Family 13. L129A1 14. M249 Family 15. AT4 16. Javalin 17. MBT LAW 18. Mk 18 19. M16 Family 20. M24 21. MP5 22. M240 23. M60 24. PDW Family 25. Ak-47(M) 26. Ak-74(M) 27. SV-98 28. VKS 29. ADS 30. ASh-12.7 31. RPK-74 32, RPK-16 33. G3 34. Panzerfaust 3 35, FAMAS 36. Beretta AR70/90 37. Beretta ARX160 VEHICLES 1. Bradley 2. Stryker Family 3. LAV-25 Family 4. Humvee Family 5. Husky Family 6. Challenger 7. BMP 1-2-3 8. PT-76 9. BMD-3 10. T-80 11. T-14
  14. Hi, I'd like to propose a different grinding system because the one we have is not rewarding enough, in the current one you only have to play matches, get money then spend it and that is boring because at some point you are going to buy all weapons and attachments and then there is nothing to do after that. so I suggest the following things to add : 1-Quests and achievements like for example do 100 headshots to unlock an attachment, do 10 kills or 20 kills in one life and unlock special attachment, do 500 kills to unlock a skin, do 200 long shots (headshots from 30+ meters ) ...etc 2- adding another type of currency that is harder to get and can be only gained by completing daily quests and using it to unlock special skins, weapons and weapon attachments. I have many achievements and quests in my mind but I can't write them all, if anyone like the idea of challenging quests and achievements like this feel free to reply with your own and let me hear your own suggestions about the idea in general.
  15. With the SCAR the category Battle Rifle is introduced. Would you consider adding Scout Rifles as another option between Battle rifles (BR) and Sniper Rifles (SR)? Slower firing than the SCAR but faster than the Sniper Rifles and a medium effective range so you can drop enemies with few shots (1 headshot (maybe 1 headshot + 1 bodyshot) at medium range) but can and have to move a lot more than with a sniper rifle to stay at this optimal medium range. Stats: ~200 RPM (bolt action but (automatically) rechambering while ADS) ~Damage falloff profile similar to AR but with DMG close to a sniper rifle. ~4-10 rounds magazine ~2.5 sec reload ~14 kg weight ~low spread, medium-high recoil
  16. A thread for vehicles to be added into the game, suggestions. 1. Patria Pasi (XA-180 Series) An APC vehicle that has seen combat for over 20 years. 2. Patria AMV. A newer model from Patria 3. MRAP (Or vehicles of similar caliber)
  17. The other thread is getting long so here's a comprehensive list of weapons that people have suggested so far, plus some of my own additions, organized by weapon type and with appropriate hyperlinks. Countries denote country of manufacturing origin, not current usage. [Disclaimer: None of these are guaranteed to make it into the game! This is merely a list of modern firearms that are not in the game currently. Basically just an ideas trove for the devs. Ultimately, we should not expect the devs to model and add literally every single gun and its variants; there's also little to gain from the game having 10 versions of the M1911 or 'generic pump action shotgun'. That being said, there are a lot of cool guns out there and I hope to shoot a lot of these in WW3.] Assault/Battle Rifles: M4A1 + AR15 variants and parts, LVOA series, SAI GRY, Carbon 15 etc (USA) SR47 (USA) AS Val (Russia) SCAR L/H (Belgium) FAMAS (France) FN F2000 (Belgium) FN FNC (Belgium) Galil ACE (Israel) HK417 (Germany) K2 (South Korea) AN94 (Russia) G3A3 (Germany) MTAR21/TAR21/X95 (Israel) CZ Bren (Czech Republic) L85 (UK) ARX-160 (Italy) Remington R5 (USA) SA58/FAL (Belgium) OTs-14 Groza (Russia) SG550-556 (Switzerland) QBZ-95 (China) Sako M95 (Finland) XM8 (USA) Gilboa Snake (Israel) VHS-2 (Croatia) AK5C (Sweden) Steyr AUG (Austria) Howa Type 89 (Japan) AMD-65 (Hungary) Honey Badger (USA) HK433 (Germany) Magpul ACR (USA) Kel-tec RFB (USA) A-545 (Russia) Sniper Rifles/DMRs: AS50 (UK) VSS (Russia) RSASS (USA) SKS (Russia) Remington MSR/M2010 ESR (USA) Blaser R93 Tactical (Germany) L96/115/AWM/AWP (UK) ASW338LM (USA) Barrett M82 (USA) Barrett M99 (USA) Barrett M98 Bravo (USA) AX50 (UK) DSR-1/50 (Germany) FN Ballista (Belgium) PSG-1 (Germany) SR99 (Israel) SV98 (Russia) Dragunov SVDM (Russia) Dragunov SVU (Russia) SR25/M110 (USA) M40A5 (USA) FRF2 (France) PGM Mini-Hecate (France) TPG-1 (Germany) M14 EBR (USA) WA2000 (Germany) DVL-10 (Russia) ZVI Falcon (Czech Republic) Cheytac M200 (USA) VKS (Russia) GOL Sniper Magnum (Germany) AMR2 (China) JNG90 (Turkey) MSG90 (Germany) DTA SRS (USA) McMillan CS5 (USA) Steyr Elite (Austria) Steyr SSG08 (Austria) OSV-96 (Russia) Lynx GM6 (Hungary) Beretta Corvus (Italy) Carbines/SMGs/Machine Pistols: AR57 (USA) PP-19 Bizon (Russia) P90 (Belgium) MP5 (Germany) Glock 18 (Austria) Beretta M93R (Italy) K1A (South Korea) AKS74U (Russia) Cx4 Storm (Italy) QCW-05 (China) CZ75 Auto (Czech Republic) Calico M960 (USA) VB Berapi LP02 (Malaysia) Vz61 Skorpion (Czech Republic) CZ Scorpion EVO (Czech Republic) MP7 (Germany) UMP45 (Germany) Uzi (Israel) Mac10/11 (USA) PP2000 (Russia) FMG9 (USA) Spectre M4 (Italy) SR3M Veresk (Russia) MP9/TMP (Austria) Kriss Vector (USA) K7 (South Korea) UDP9 (USA) CBJ-MS (Sweden) Minebea M9 (Japan) Magpul PDR (USA) AUG Para (Austria) LMGs: LSAT (USA) M240 (Belgium) M249 SAW (Belgium) Negev (Israel) Ultimax100 (Singapore) Ares Shrike (USA) RPD (Russia) M60E4 (USA) Kord (Russia) Stoner 63 (USA) HK23 (Germany) Shotguns: SRM 1216 (USA) MTs255 (Russia) Striker (South Africa) M1014 (Italy) FN TP (Belgium) SPAS 12 (Italy) SPAS 15 (Italy) Fostech Origin-12 (USA) AA12 (USA) Kel-Tec KSG (USA) MAG7 (South Africa) Crye SIX12 (USA) STF12 (Italy) M26 MASS (USA) UTS-15 (Turkey) USAS-12 (South Korea) Pistols: Makarov PM (Russia) Maxim 9 (USA) AMP Automag (USA) Five-seveN (Belgium) Kriss KARD (USA) P320 (USA) MP412 REX (Russia) Chiappa Rhino (Italy) Colt Anaconda (USA) M1911 (USA) USP (Germany) Desert Eagle (ISrael) M92 Beretta (Italy) Walther P30L/P99 (Germany) MP443 Grach (Russia) Explosive Weapons: Panzerfaust-3 (Germany) AT-4 (Sweden) SMAW (USA) XM25 (USA) M72 LAW (USA) M203 (USA) M320 (Germany) EGLM (Germany) GP-30M (Russia) SA18 Grouse (Russia) Stinger (USA) Javelin (USA) Milkor MGL (South Africa) RPG-32 (Russia) HK69 (Germany) M93 Hornet Mine (USA) BONUS: Attachments: Trijicon RMR sight Trijicon ACOG sights Magpul MOE stock Magpul Angled Foregrip G36 default optic/carrying handle Various PDW Stocks Beta-C drum magazine Taped magazines Magazine clamps Osprey pistol suppressor Shotgun suppressors
  18. This is a list of suggestions I have previously made for the Discord. I am digging them up, because the Discord is frankly getting filled. I will introduce ideas with dashes, separating them. I will respond to this list in addition, just to keep from making new lists, I just have a lot of ideas for the game. - EQUIPMENT: IR and non-IR country/unit patches, glow sticks and flashlights(IR) for when the NVG's get into the game. This will allow players to recognize their own members in dark environments, making teamwork in them much easier. - HALO jump(Not Halo) opening to a battle from one side. (Aerial Insertion) Simple cool factor to start a game on a certain map(s). - MAP: Battle for Åland Islands (As a pretty centric location in Europe, it could also be used as an introduction to Northern European maps) - MAP: Oil rig and/or a large ship map(s), for those who enjoy tight spaced maps - GAME MECHANIC: A possible CQB mechanic to "attach" yourself to another player, so you can push them forward. Commonly used in tight spaces for fast and simultaneous movements, usually in going through doors and when two or three players come to a corner, the front also acts as a shield for the next. One player holds/leans onto another one tightly, and pushes and pulls the one in the front. Either player can crouch easily, and the ones behind can shoot from above the other one's head or from the side. Example of an entrance using this mechanic (Numbers are in wrong order): - EQUIPMENT/GAME MECHANIC: Extendable ladders to go through windows, over walls and entrances in the roof. - EQUIPMENT: Active ear protection you can take on and off. - GAME MECHANIC: Marks you can draw on the map with mouse, using a choice of colors - UNIT: A "commander" that can talk to each of the squad leaders through radio and sees the place on a map, can give out orders to attack/defend positions. This would help organized gameplay. - UNIT: 10-player squads instead of 5 that the game currently has, this would help the previously mentioned CQB-mechanic. - EQUIPMENT/GAME MECHANIC: Rappelling rope, that can be used to go down from a roof/window to the ground or another window. (Possibly only from certain windows and rooftops) Or could be used to call reinforcements with a point-streak helicopter. Pistol/Submachine gun would be required for this mechanic. Sorry for the long post, but I did enjoy making these suggestions and I would hope they could get implemented to game. Comments are welcome of course!
  19. Yesterday was the first time in three weeks I finally got some time to sit down and play for a few hours and I was impressed! It has changed for the better in leaps and bounds since launch day. There are still some issues with patches and flags not staying on your uniform which is annoying, but gameplay and connection has improved. I had so much fun but I did walk away with a couple of gripes/suggestions. 1) It is really frustrating to be put into a game that is about to finish and then, instead of being moved into a new server/match automatically, you are kicked out to the main screen and have to look for another game...which may or may not be half-way done already. I played for three hours but was only able to play one or two matches from start to finish. I'm sure I am not alone in wanting this to be fixed. 2) I will admit I was being a TOR whore in one of my matches, but it gave me some fresh perspective. I love that it is realistic in that it is a .50 Cal and can 1-shot kill, that it what happens in real life. But it still takes skill to use. You still need to lead your target if he is running, you still need to compensate for drop at distance...if you are one of the people screaming for a TOR nerf maybe you should move around more. It doesn't need to be nerfed, but I think it needs a few changes. Make the Tor bipod mandatory for the rifle. If you are crouched next to a ledge or prone you can use the Tor effectively. If you try to use it any other way there is a significant penalty to accuracy, maybe implement substantial scope sway when not using the bipod. Make the bipod the only underbarrel attachment...I have NEVER seen a .50, or any anti-matieral rifle, have any form of grip. Maybe have ADS movement decreased to compensate for the weight of the rifle, which will also discourage the quick scope or run-n-gun issues. My last suggestion for it is to make it the most expensive weapon to unlock, and/or put it behind a high level unlock to reward dedicated players rather than give scrubs like me a God-gun. It is a specialists rifle, so I think if you've slugged your way through the ranks you deserve a powerful gun to play with eventually. 3) I've seen a lot of crying about the Vepr as well, which makes me laugh. Yeah, it's powerful, and I do believe it's range should be nerfed a bit, but if your unlucky, or dumb enough, to get hit at close range with a full blast of 12ga magnum buckshot, you can be damn sure it'll put you down. Even if it hits that lvl4 steel it'll knock you on your butt and you would be sucking in air, leaving you vulnerable for the second blast. Shotguns are also specialist weapons and need to be treated as such. They are meant to be brutal and punishing in cqc, so I think just a range nerf and definitely a ROF nerf are probably all that are needed. And before the comments start, no, I don't use the Vepr very much, I run the AK and Beryl 99% of the time...which brings us to... 4) does anyone else feel the AK-15 and Beryl are really good? Like maybe the better ARs in the game? I have no luck with the Alpha, G38, G36, etc., but I do work with those two. Just wondering on this one or if it's just a personal thing. Thanks for the great game guys!
  20. Hi Devs.. Here are 3 easy fixes that can be added to the list of other peoples suggestions 1. Bodies should remain a little bit longer on the battlefield 2. The ability to swap for/pick up a downed players weapon - this can be possible if bodies remain a little 3. Once deploying a special eg UAV/Reaper.. the laptop takes far too long to be put away and you end up getting shot. Its quick to open but reeeeeeaaaallly slow (unrealistically) to put it away - decrease the time please. So far the game is fun to play. Keep up the good work.. Regards from South Africa
  21. I would like to list a variety of ideas and suggestions that I think would be great to see in the game: Maps It would be great to increase the complexity of the maps and the number of levels across which the combat takes place: - More interior spaces and more sniper vantage points: e.g. a) in Warsaw some extra shop windows on the various streets could be entered to give infantry some cover in the large open streets or some fighting through office buildings b) in Moscow it would be great to be able to go on top of the Kremlin walls and towers. Night maps with night and thermal vision, infrared lasers or flashlights (these could even have batteries that need to be recharged somewhere). Apocalypse maps - A map situated in the wake of a nuclear bomb dropped on a city and another after a biological weapons attack (maybe this would require troops to wear different clothing and avoid certain areas also if they get shot and there are holes in their outfit they have to take anti-rads/medicine): in any case however its done it would be great to have an interesting take on possible WW3 biologically/chemically/radiologically contaminated environments (maps). - A Chernobyl Map Superweapons and call ins Air-fuel (Thermobaric) bomb (high-cost call in). AC-130 Specter Gunship call in. Chemical or radiological weapons call in which require troops to put on gas masks. Biological weapons e.g. smallpox call in (infectious from one player to another without gas mask?) nano weapons (nanobots) that can sabotage vehicles sensors or manoeuvrability call in Tactical nuclear missile and mini-nuclear artillery call ins (leaves radiological effect after the initial explosion. - CBRN (chemical, biological, radiological and nuclear) weapons thus act as a form of area access denial (or restriction) for a certain time) (Napalm is another option). Portable infantry mortars that exploit current intelligence from UAVs etc. Factions it would increase immersion if east and west had different/exclusive uniforms, camo and guns. Each player could be able to customize their east or west uniforms and equipment separately. Likewise, it would be good if East and West vehicles were distinct e.g. T-72 on East and Leo or M1A2 Abrams on West. Vehicles New drones: it would be amazing to have the following remote-controlled drones in the game which all have varied loadouts: - Modular Advanced Armed Robotic System (MAARS) (Image: 1). - Multipurpose Unmanned Tactical Transport (MUTT) (image: 2). - Talon Weapon System (image: 3). - Russian Uran-9 weapon platform (image: 4). - PD-100 Black Hornet Mini-UAV for recon (provide awareness of area on the map that the player drives it to) (image:8) Remote control over a deployed predator drones to fire a limited number of missiles at ground targets. Laser attachment that shoots down incoming projectiles and drones. Weapons and attachments 3rd sight option attached on top of the main scope: e.g. on top of a long/medium scope a non-magnified sight. These are used in modern militaries (image: 5 & 6). Grenade launcher attachment for assault rifles. mini pump-action Shotgun attachment for assault rifles. OICW weapons with both standard calibre and a grenade/high calibre weapon built in (image: 7). incendiary/Phosphorous grenades Motion detector explosives e.g. Claymores A12 Shotgun Magnum revolvers Ammunition Primary ammo should be selectable e.g. whether FMJ, Hollow-point, armour piercing, etc. Shotguns need a variety of ammo (rifled slugs, buckshot 00/000, airburst shells etc) to make them competitive at the many ranges in maps. Some assault rifles/OICW weapons have some airburst rounds as add-on ammo. Thermal-sensor homing bullets add-on ammo Depleted uranium rounds in tanks. Look forward to hearing any feedback and discussing these ideas. I will add more if I think of them.
  22. This is a compilation of some of the more popular and realistic requests for the game, mainly gathered from the Discord channel. Commo Rose - Think Battlefield 2, quick and easy to access team/squad radio messages with in-game voice lines + on-screen text + icon flashing of the person who clicked one of the lines. IE; a team member presses "I need a ride/transport", if you open your map the person who clicked that line will flash on your map a few times with a "Transport" icon on them so that everyone knows who said it and what he needs on your team. Example VoIP - Local VoIP, Squad VoIP and Squad Leader VoIP, local allows you to speak to anyone in a small area around you, both squad and non-squad members can hear you talking this way with positional direction if possible, Squad VoIP allows you to speak only to your Squad regardless of distance, Squad Leader VoIP allows only Squad Leaders to communicate with eachother, also regardless of distance. Think Squad and Post Scriptum. Shorter match rounds - Right now they're too long, currently it feels like a 10K tickets conquest/domination match from Battlefield, the mode isn't fun when it takes so long to finish, maybe some sort of WAR/RUSH mode with different objectives and dynamic map changes will be better with the current match timer, but right now it's too long. Faster flag capture - Right now it takes too long for a single person to capture a flag, while yes it should be slower if only 1 person is trying to capture a flag by himself, currently it's excruciatingly slow and literally impossible to do, an enemy soldier spawning at his main base has enough time to run across the entire map and get to you before you're even half-way done, needs adjustment. More information on weapon attachments - Right now it's almost impossible to understand what each attachment increases or decreases on your weapon, impossible to differentiate between what's better or worse, we need better statistics and damage values/changes with each added/changed attachment, think Rainbow Six Siege, you get a target practice icon showing recoil pattern changes and exact damage values. Example Balance - Right now it feels like there's almost no balance in matches, most matches end with one team being extremely dominating and the other ending up getting spawn locked/camped, some sort of balancing system needs to be in place. Better Spawns and Spawn Protection - Game needs to have a better spawn system, sometimes if you spawn on your squad leader you end up spawning inside walls, and when you spawn on a flag you sometimes end up getting shot right as you spawn, giving you no time at all to react and dying in a frustrating manner, there needs to some sort of spawn protection and a better spawn zone away from the flag, if an attacker is trying to capture a flag, enemies shouldn't be spawning right in front of him on right on his back 2 meters apart, the enemy team must be spawned further away from the objective and not right on-top of it. Next added Country/Faction polls - Think Wargame: Red Dragon by Eugen Systems, they made polls on their website for the community to decide what the next country DLC should be, we currently have the entire community asking for different factions, I believe an official poll will help choose the next factions to be added for the game. Example Teamkill punishment - This needs to be reworked, right now it's extremely frustrating when you're using a vehicle and doing a lot of good work for your team and you suddenly get killed by a friendly punish for accidentally killing a teammate or sometimes a teammate would specifically try to get under your wheels so you kill them on accident only to punish you to get you killed, on some cases doing it just to steal your vehicle if you didn't lock it, there should be a score penalty instead of "YOU DIED" Mines - Right now mines are extremely powerful and need to be adjusted a little, a mine currently deletes any vehicle no matter what, instead of completely destroying it from 100% health, the vehicle should be de-tracked and disabled and be unable to move until fixed, either that or make it so friendly members can spot/remove them and mark them on your map Revive system - There should be some sort of revive system implemented, perhaps something like in BF:V with long animations to both encourage teamplay and stop revive trains, it shouldn't be something easy to do but neither should it be impossible. Stationary weapon emplacements near main spawns - There should be stationary weapon emplacements around the map and especially on the main spawn areas for both teams to deter enemies from spawn camping, MG's and ATGM's would help a lot to push back enemy forces from your spawn area. Faction specific radio chatter - This is WW3, you're not fighting alone on a small area, battles are going on across the entire country/globe, there should be some immersive faction specific radio chatter during the round every few minutes, think Titanfall 2, anything to help immerse players into the world. Kick/Report system - There should be a kick system in the game that allows players to select another player and initiate a vote to kick that player, this will help fight trolls, hackers and glitchers, also give us the ability to select players and report them for malicious/unsportman like behavior, hacking, glitching etc. Medals/Ribbons - Think almost every online shooter ever, give us Medals and Ribbons to unlock for using specific weapons or doing specific things that give bonus credits or XP. Rework sounds - A lot of the sounds in the game don't sound right or are of low quality, tank firing needs to be much louder, so much so that if a tank fired near you, you should hear ringing in your ears, same with some of the point streaks like artillery and bombing runs, they need to be much heavier and louder sounding.
  23. 1# More clarity on Air or Arty Strikes; "Airstrike inbound" VO needs some text to flash on screen of players who are in the area that a strike is incoming. Maybe currently those in the area only hear the VO warning?? i don't know - its not very clear on where the strike is targeted and also if its a friendly or hostile airstrike. I think perhaps friendly airstrikes could show a grid pattern on map with icon as a warning that only that side sees? 2# Get rid of the tap dancing shoes sfx when sprinting (more noticeable when alone); Sprinting SFX sounds weird especially if running alone- it sounds like someone is running with you. 3# Let vehicles remain on the map after being destroyed; Dynamic cover I know they disappear after a time to keep fps down, but this could be trialed at least. I think it would make the map more dynamic having parts of it change as wrecks become new areas of cover and also blocking LOS for hostile tanks (which should be able to push or move a wreck if its not wedged in) and also look like a war zone. Perhaps a random smoking column of smoke from wreck in terms of thickness and direction it trails upwards or across the the battlefield low. Again adds dynamic feel to the scene. 4# Two- Step Crouch Stances (eg. Peeking over cover) I would like to be able to have 2 crouch stances, so i can peer over a concrete barrier and not be able to present my weapon to bear or go up another notch to be able to keep low and fire over cover. At the moment crouch is great for keeping in cover but not for firing over cover. This would be more realistic as we all produce more sustained firefights where running and gunning won't cut it. 5# Unique Mini-map always on for Squads who stay close (added incentive bonus for Squad play) This could be if 80% of the Squad is within 20-25metres the mini-map will display for each one. Their icon on mini-map could be a triangle denoting direction they are facing. This would also aid the Squad in defense positions where they can keep watching a doorway without having to look around and see where their Squad mate is, they can glance at the mini-map and see all fire-sectors are covered or if some of their guys were taken out. To go a step further the squad individual icons could go red if their health is dangerously low, handy for a medic to help them or you know that the room/doorway entrance might soon be breached from that direction if that wounded Squad mate in question is about to die. Maybe their icons will flash when taking fire. All this would be valuable information and be an incentive to work together. Another inspiration for this is a mod for Arma3 called Squad Radar that only shows Squads positioning relative to one another, which could be another alternative. But a mini-map would be better to coordinate defending a room etc. 6# Rappelling down from high places This could be gadget class, that you can equip for 1 use. This could be being able to attach and drop a rope from a high floor to the ground and anyone can use it (even the enemy) however it can be destroyed by using a melee move on the attachment point. If choppers is going to be a vehicle in future then this system could be the fore-runner maybe. Maybe a grappling hook could be another variant where a sniper could get up to a higher place if they successfully hook onto something, and have an option to cut the rope so no one can climb up. 7# Vaulting another player up to scale a tall wall This would require new animations, but one player could turn back to wall and crouch and other one standing in front of this player presses a key and they get a boost jump that has forward momentum to reach the top of the wall. Another team work activity and also make the game more unique from BF. The animation could be something similar to other games that you jump and catch a ledge (eg. AC or Tomb raider). I think Project reality had something similar using rope to scale high walls?
  24. As introduction - I've played most of modern FPS games, that includes EFT, Bf2/3/4, BFBC2, etc. and here are some changes I'd like to see to the core gameplay of WW3, not including the obvious placeholders. Armor - for the most part i love how it's modeled, apart from helmets. They are ridiculously OP, they discourage going for the head shots and instead finding enemies groin. What I'd like to see is nerfing them heavily. Heavy helmet - 50% dmg reduction on 1st shot, next shot does full damage on all rounds that are 5.56 or higher, can stop a few more 9mm bullets or buckshot pellets, medium helmet - 50% dmg reduction on 9mm rounds and buckshot, doesn't stop 5.56 rounds or higher, light helmet, same as medium but less durability. Health - arcady model, but that's nothing wrong with that, apart from stomach shots doing full damage, they should receive around 0.7 multiplier, to encourage headshots to end the fight quickly. Also I am not aware if there is such a thing as neck hitzone, if there isn't it should be added. Gunplay - pretty decent, but not EFT level, while also miles ahead of bf/cod titles. One thing i dislike is single shot or tap fire recoil being too high or at least feeling like it. From what I've seen the "return to 0" automatic recoil reset is acting too slow for fast follow up shots. Another thing is hipfire or point fire, what ever you want to call it, is too inaccurate, the random spread is too high and feels out of place. for a proper hip fire implementation look at EFT. Vehicles - only one thing that stuck out so far was the APC system, destroying rockets shot at the vehicle. It pretty much eliminates all hope for infantry to take down a tank. Tho I have no idea how to balance that, maybe increased re-activation time. Game mode - size of capture points should be greatly increased, as of right now it turns into nade spam/clusterfuck as most of the cap points are one room or very small open area. Misc.: Player weight - there is no reason to run anything but heavy kits atm, Heavy is way too fast, medium is pointless and light is well balanced. Lazers - very bad implementation, on how they should be, again, look at EFT. All in all, I am enjoying this game a lot, apart from the mentioned issues. And as a reminder it's just my personal opinion and nothing more. And I realized that I am comparing or suggesting a lot of changes that are similar in EFT, kinda hard not to as it has the very best gunplay on the market atm., at lest in my opinion.
  25. My suggestions: Ability to swap weapon while sprinting. (While sprinting weapons keys don't work. Character has to stop, then keys work) Tropical Forest Map (Like a Vietnam forest) Night Map Improve ability to spot squad members and zone. ( It's so hard to find your squad members ) In-game server browser Improve character movement. Compare other weapon stats with your current weapon Training Camp (To test weapons)
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