Armour & Anti Armour
Some feedback I have for both Armour and Anti Armour within the game to make things feel actually immersive.
Anti Armour
- Reduce the number of rockets carried by the engineer from 6 rockets down to 3.
- Increase the length of time between reloads from 1-2 seconds to 6-8 seconds.
- Instead of using light anti armour (the rpg), switch the Anti Armour to heavy anti armour like (Carl Gustaf / NLAW / RPG 28), this will allow them to do a little more damage and will overall balance the game play as currently it feels like an RPG’s only modded modern warfare lobby.
Armour
- The bradley is currently a glorified pea shooter, its main gun fragmentation rounds do not do nearly enough burst damage, the AFV should be something to be feared when it rolls towards an objective, but currently its only a minor inconvenience for the player and can be taken down way too easily by an engineer who can fire his 6 rpgs in less than 10 seconds which feels honestly childish.
- When it comes to tank on bradley exchanges, the tank should take out the bradley in 2 hits maximum as opposed to the 3-4 ive experienced in game, it should never be an even match.
- I also noticed that the wheeled vehicles also stand up to the bradley for some unbelievably strange reason, its my opinion a bradley should wipe out one of these go-cart wheeled vehicles in 3-4 hits and not an entire rack of 12 rounds
Overall I think these improvements will make it more immersive for both the engineer and armour players (I play both) as the armour players get to feel like theyre in an actual armoured infantry fighting vehicle and not a go cart pea shooter, and the engineers get to feel the anticipation of having to hit their next Tandem round accurately and hide in cover while reloading, its a little more angsty as opposed to the bolt action rpg we have at the minute.
It might also incentivise a player to use his mines more as he has to make every thing he has in his arsenal count considering he has less to work with, after all, every squad having an engineer with 6 rounds vs only 2 armoured vehicles per match is completely ridiculous and makes the game play for both armour and anti armour quite boring and way too fast.
Also would love a real suppression mechanic, currently you get points for suppressing but it means literally nothing and the enemy doesnt even know theyre being suppressed. They should get indicators and deep vignette views that will actually make them feel like they need to hide somewhere. This would help slow down the gameplay a bit more.
Overall I'm enjoying the beta but these two areas just need a major rework and understandably have probably not been the focus of the beta just yet but would like these things to be fixed in the final release.