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It's often the first role I go as entering a game, and the one I'll switch to for a number of reasons, but one of them being the ability to pop up an AT emplacement off of my own supplies.
once that's constructed I can even go back to the first Anti-Tank loadout, and now I've likely got rockets in addition to the resupply box I dropped earlier.
Other times I'll drop out of my current role, and go support to (eventually) build a flanking garrison 200m away quicker than grabbing a supply truck and driving it from HQ; or air drop supplies to give away its presence.
If you choose to make it more important, you'll come to rely upon it more, and explain it to other teammates who will often see the wisdom in a quick redeploy on your OP.
As it stands, the whole class system is severely messed up, with some classes being redundant, some having loadouts which have nothing to do with their role, and little stopping a team from stacking certain classes. Support not being important enough is part of a much deeper issue
I been saying this since forever. The class system and the way the kits/weapons are managed needs a massive overhaul. Support is a crucial role. You have supplies and on level 2 you also get placable ammo and explosive ammo. The US kits need the most work, too many automatic weapons and shotguns. Support kit 2 is great but it gives you the grease gun where id rather the m1 anyday of the week but put up with the greasegun. Engineer should have build tool regardless of which kit. The biggest issue is the kits are either more firepower vs utility and more often than not people will choose firepower because they dont want to go into a fight with a disadvantage or they dont care about teamwork.
The result is confusing decisions such as loadouts being direct upgrades or the fact that the flamethrower is planned to go to the support class.
That said, I REALLY want to see support and engineering get a bit more love.
I love sneaking behind lines to place crates for garrisons, unfortunately most commanders prefer dropping supply crates, airheads, or running trucks for garrison supplies even if I manage to nag my squad lead into offering my services to command (sometimes I'll literally follow command around to voip them and still can't get cooperation).
I think another resource rework would offer the biggest benefits. It might be just an inversion of the old system where your nodes generate less as their distance from the front lines increases, or perhaps stronger perks for units walking through them (and/or hanging out in them), but this game needs node position to matter more to encourage more frequent building.
I'd also like to see more inter-squad synergies beyond support/engineering as currently the missing presence of 1 drastically hampers the utility of the other.
A nice expansion of this is the support AT gun combo. Additional synergy could be had by giving the 'squad lead' a small >50 supplies blueprint, or less directly offering Support a 'smoke grenade + explosive crate' loadout (so you can help assault/medic/squad-lead set up better smoke walls).