Verdun
Thorindallin Jan 26, 2016 @ 10:03pm
Wire Cutters for New or Existing Class?
Hello, I just noticed how barbed wire can be a real hindrance by being stuck by it and get killed by machine gun or rifle fire. I am wondering if the dev can introduce the wire cutter tool for an existing class (grenadier?) or a new class, a Trench Raider or Engineer/Saboteur class? I know currently most maps' barbed wire can simply be maneuvered or avoided with some skills, but that involves revealing oneself in most cases to enemy zones of fire. I think a proned soldier with a wire cutter cutting and removing barbed wire can change the offensive routes on some maps, adding to strategy how to advance. Don't know if this is feasible for the Verdun team?
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Showing 1-11 of 11 comments
KoRv Jan 26, 2016 @ 11:31pm 
No, if barbwire could be cut all maps would have to be redesigned. The barbwire is there to balance maps and force players go into certain direction. Yes, you can jump over or crawl beneath barbwire but barbwire does slow down the assault and in most cases it will force attackers to attack one at a time.

Although I hate getting stuck and killed by barbwire, I would not like to see any changed made to it
Last edited by KoRv; Jan 27, 2016 @ 5:50am
Bishop Jan 27, 2016 @ 3:59am 
It's part of the balance of maps, it would make it impossible to defend some positions and would cause huge number of issues.

It's also part of funnelling the gameplay to help make up for the player count.

Wire is already heavily destoryed n the game that there's huge gaps on all the maps.
look at the newest Darkest Hour 44-45 update (RO1)
there have been wirecutters given to the engineer class and it works greatly
please dont judge unless youve tried it for your selve and saw how fine it works
Bishop Jan 28, 2016 @ 3:29am 
Originally posted by GentleAtrocities:
look at the newest Darkest Hour 44-45 update (RO1)
there have been wirecutters given to the engineer class and it works greatly
please dont judge unless youve tried it for your selve and saw how fine it works
Just because it works in another game doesn't mean it will work here.
have you tried it?

edit: just because you cant imagine it doesnt mean that its impossible
Last edited by LunkiDerVerlunkerte; Jan 28, 2016 @ 7:38am
Bishop Jan 28, 2016 @ 7:42am 
I can imagine it, and I don't like what it does. It doesn't fit the maps designs with the wire already broken over most of it or the spawns being protected by it.
i think there may be a misunderstanding...

some people may think that "wire cutting" in Verdun would/should mean that every wire everywhere could be cut

thats not the case and i also share your opinion that making EVERY wire cuttable would have very likely a negative impact on the gameplay

but as far as im concerned cutting-wire-ability should mean that there would be SOME (few) preselected (map-desinger) obstacles which can be destroyed to get easier acces to some places - just like blowing up tank traps in RO2

so NOT just take the maps as they are right now and make all wires destructable

Bishop Jan 28, 2016 @ 8:15am 
But thats still the issue. They can't add more wire that's cuttable as that still changes the gameplay and balance unless you then give every role cutters where it then becomes pointless.

Make existing wire cuttable: most wire that exists is there to help protect areas that can't be actively defended and to funnel the play to make it feel more like there's an assault going on. So the only wires you'll be able to cut will be pointless due to their location.

Finally it would take a bit of time to cut and move the wire which means being exposed to fire in the locations it would be possible, which would make it a death trap.

For discussion, how would you know which bits of wire can be cut and which cant?
Last edited by Bishop; Jan 28, 2016 @ 8:35am
Originally posted by Bishop:
I can imagine it, and I don't like what it does. It doesn't fit the maps designs with the wire already broken over most of it or the spawns being protected by it.
Lol, you think the spawns are protected...

Anyways, yes this would be a a game mechanic that could change the course of the game, making it quite more dynamic. This along with other destructible terrain could be an awesome feature. An engineer class of sorts who can strategically cut wire, place wire, etc, etc; whatever else engineers could do. It doesn't neccesarily have to be exclusive to frontlines gameplay; it could work well in other potential gamemodes as well.

The use of wire to funnel players is only a cover to the fault of there not being enough players on the map in the first place. While wire was used as area denial, in game there really isn't enough of it to effectively funnel anything. It can be easily crossed or circumvented in most places.

What I would like to see is a map where there is so much wire, that it is neccessary to "cut" the wire whether by cutters or explosives, in order to advance to the trench effectively. I happen to recall an RO1 map that employed this quite well. The safety of the engineers while he does his work would be a priority to the rest of team providing covering fire, if they wish to advance.

Overall I believe this would improve the experience of Verdun, if it didn't play the same over and over again over hundreds of hours.
Bishop Jan 28, 2016 @ 9:38am 
It does, you can't easily just sprint up and hop in to the enemies spawn points which is part of the reason for placement of both. Remember testing a few maps and easily being able to sprint and grenade spawns.

Currently it doesn't fit the other game modes either, RDM and Attrition don't see much use to cut wire in it. A night raid game mode then yeah it would be useful.

"circumvented": find a way around, which is funneling the players.
Lord Humungus Jan 28, 2016 @ 11:45am 
It's not going to happen lads. Not ever.
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Date Posted: Jan 26, 2016 @ 10:03pm
Posts: 11