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Although I hate getting stuck and killed by barbwire, I would not like to see any changed made to it
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.
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
edit: just because you cant imagine it doesnt mean that its impossible
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
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?
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.
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.