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Issue 4 stems from my experience with Battlefield 1 and its exclusive and time limited Dog Tags which counter also towards 100% and it sucks if you want to 100% complete the game.
Also i did not consider sending this to devs yet, first i want to see what community thinks, i doubt devs would listen to only one guy talking stuff.
10. Not done during the war. You have the kit issued to you which you are set and trained to use. Throwing away your weapon to pick up a possibly empty one without any additional ammo isn't a good idea mid battle.
11. The mini map fills this role to me.
12. Not quite sure what you mean here, you think they lack unique choices in loadouts? Issue is there's only so many weapons that were used in the war and the role is more about their abilities and secondary than their primary weapons.
13. think this was limited for a reason (although never stated which, possibly map balance)
14. Not seen much evidence of this during the war, closest would be snipers but that would be during the lulls in offensives.
They do read it here, this is quite often a better place to post large lists like this than Discord as there it will quickly be lost.
for artilleryman class
remove static ones replace with constructable ones the whole point with this class is to make it so that only 2 people per team can use them
longer reload times or possibly decreased accuracy or or less ammo is other ways to help mortar and arty spam become less of a thing
the very fact that they were moving up mountains (infact there is a few pictures from light to heavy as ordnance is a term for artillery of course all these have different effective ranges) shows the light ones and possibly meduim ones were very close to the fighting
aswell as adding weapons a artillerymen would use possibly aswell as further ways to balance mortars and artillery from being to overpowered
if they managed to balance flamethrowers as a halfway between rs2 and verdun with a 20-30 metre max range i think it could work well with 1 per team if both sides used them historically
https://mashable.com/feature/wwi-italian-front
and call ins come in way too often i think they should be more limited and used for more tactical reasons which is the reason for limiting the amount of call ins at the same time and only allowing 2 maximum at once aswell as a longer cooldown for all call ins once call ins have been called in
you could even go as far as earning a certain amount of points before being able to call in certain call ins and basically you have earn those points again before you do another call in but that maybe could be going to far
rifle grenades its simply removing them and putting them into a new class with something unique like smoke grenades or extra grenades and a pistol as this class is meant to be a support class which i call the grenadier class with 3 max
and of course to help balance tickets could be increased aswell as increasing playercount to 28vs28 possibly higher with just adding bots (like 6 max) after playercount is full to account for all this to make there is plenty using all the other classes
the whole point is a way to help balance stuff without removing anything just balancing things and adding stuff in
as for maps maybe bits of extra cover like piles of rocks and debris and would help too
adding the trenches that start at each sector in as objectives this will allow a sort of verdun style mechanic to the offensive gamemode
for helping to fix people on machine guns as they easily get picked off within seconds i would suggest allowing a 2 shot kill mechanic basically it will take 2 shots to kill a person on a machine gun with a rifle or handgun this should allow them to be more viable to use for everyone so that they dont immediately die as soon as they touch a machine gun
10. Doesn't mean it fits this game. Other games can do their own thing.
12. But that makes sense, the rifle grande and scope are the weapons of other roles, it's not their job to sit back and snipe or blow people up. Never seen any use of bipods on rifles during the war (other than the Tank Gewehr).
13. Yeah, although there's been some changes to zoning so might make sense to open it up again.
14. Again that's what I've said. Most snipers you see aren't for the combat like in the game, but the attrition combat inbetween the battles.
Yeah most of the points I don't mention is more up to taste and the time it could take. Such as new music, the amount of effort they put in I can see it not being a casual addition, but maybe one of the expansions they could make a track that fits the expansion and would work well then for the PR as well.
8. I know, i meant that MG should get a little optional lasting zoom in
10. Just rememberd that Russian soldier did it in real life, but they lacked equipment so i guess not great argument.
12. My mistake here, it wasnt a bipod Ottoman ski troops used, it was single long stick they used to stabilize their rifles and aiming, you can see illustration of that in Men at Arms #269 Ottoman Army 1914-1918. I dont know if Italians or Austrian used them too.
13. Overall collisions of terrain and objects on maps are a bit restrictive and clunky when prone.
14. I dont think that holds very well, too much restriction and limits some nice creative freedom. It would be very wierd seeing someone screech about cloth wrapped around a weapon as a skin because it wasnt "muh world war 1 accurate" or just worn out scratched skins, like soldiers personalized their weapons with word engravings and stuff. Nothing over the top, just simple as possible. Be it combat like in game or atrittion combat, it doesnt matter, we are talking about a game presenting Italian Frotn OVERALL, not certain specific things. I personally didnt even know weapon skins in Day of Infamy existed until i saw some players having them because they did achievements for certain weapons, it was mostly cloth wrapped around the forehand grip of the weapon.
They heal you, thats pretty neat.
of course but they do get in the way atleast for me personally i would rather they didnt block my veiw by getting to close XD
i would also suggest getting them to use weapon and class variety and program them on how to use that weapon or class as a example
madsen and villar pellorasa can be used as a lmg to put down suppressing fire or can be used due to increased firepower and fire rate to clear trenches and stuff in close quarters of course this should be limited due to this in terms of these 2 weapons for each team maximum for these weapons only the rest of assualt will contribute to normal numbers
snipers should be used to pick people off at range
riflemen should be used to support the assualt class in meduim to close quarters fighting in assualts and defending and of course should be the most numerous for both classes for both teams
officers close quarters most likely best due to only mostly pistols and revolvers
other classes im not sure
i will also say with console players numbers and everything should be the same dont forgett them and leave them behind otherwise console will die this includes marketing and publicity you need to keep it up and improving even just with updates
these games could be as good as bf1 just a more realistic version
This is not battlefield.
I didnt talk about killing animations, you dont have to kill someone to have backstab animation for Arditti Dagger for example. Backstab animation like in CS:GO, just normal animation of holding knife like you are gonna backstab. Also i didnt talk about color ♥♥♥♥ skins, i was talking about worn veteran skins and cloth wrapped around weapon.
And how these things could improve the quality of life?
That was one of smaller improvement ideas regarding variety for animation, i should have thrown movement animations improvement there too.