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What they should have done was keep the original system plus add a reward for dismantling enemy nodes - say you destroy a munitions nodes, it rewards your team with 100 or more munitions and gives the person who did it points.
Building nodes needs to have better reward - something like giving xp to the player the entire time nodes are active to whatever role they are playing at the time - which would people a way to level up harder to level up roles and incentivize building nodes. The way it is now I maxed out engineer first because it was so easy to get points and I had no real reason to keep building nodes and miss out on the action.
Firstly we need DLC for the nodes, so that we can choose to add our own flare to them and/or camouflage them better.
Secondly supplies within a squad need to be re-worked - specifically a competitive squad simply drops supplies from each member, before warmup is complete so that engineers can get nodes up before the match even starts,
I don't think there is really value to the support role, we could just have supplies (limited by the number of players in the squad) available to anyone in the squad that needed them - that way engineers could just build the nodes (and burn 3 of the 5 available supplies at the start of the match).
TL;DR - Nodes are fine in competitive games, but in pub matches, the supply mechanic needs to be reworked, since teamwork in pub matches is non-existent.
Sure they double your resources (triples them with Encouraged ability) but removing their ability to increase resource rate based on their placement seemed like a step backward.
They should gain more resources, the further they are; Recon should be able to sabotage them in 15s (give them an advantage for interacting with them) and Engineers ought to be able to siphon those resources back to your team if they can interact with them.
The issue becomes, more resources for what purpose? Most Commanders (provided you have all 3 sets running) are waiting for cooldown, not additional resources.
Meanwhile precision strike had its resource rate reduced, but the cooldown seems far to long; make them 400 Munitions, but on a 7 min cooldown.
Perhaps make Tanks cheaper if they aren't requested for 10+ minutes (rushed tanks should cost more) thus a use for fuel.
All really just random thoughts, but the Resource nodes seem like an unfinished idea.
https://steamcommunity.com/app/686810/discussions/0/4516631358207792791/
I feel like its a needless chore that players have to do which aren't really involved in the actual gameplay. And if one team doesn't do the chore, they're at a significant disadvantage.
With all nodes up, a single usage of Encouraged provides a total of 450 additional resources (150 of each type) over the 5 minutes that the ability is providing its benefit.
However Encouraged costs 400 manpower to activate, so with only 8 nodes up, Encouraged is just net transfer of Manpower to Fuel and Ammo. With all 9 nodes there is a slight (50) gain of total resources.
TL;DR - Encourage should be treated/viewed as a Transfer ability not a "gain/multiply" ability.
I will agree the balance/gain rate is off (needs to be adjusted) in offensive mode. However in warfare mode I see it as a skill issue - skill of both of the commander and the team,
Artillery should be in play and a single player running a single gun effectively, can put 10 shells down range (3 ammo per shell) per minute.
The commander doesn't have enough resources to activate Encouraged, Airhead and Reinforce every 10 minutes even if they have all 3 manpower nodes.
A competitive team will typically field 3 complete tanks crews (9 players) ideally they should all be in heavies and the tanks be replaced when lost. The germans have an advantage (Panther + Tiger) vs (75 + 76), however a commander should also be spending on supply trucks and halftracks. In pub games a lot of commanders are floating fuel because there is only one complete tank crew (and you shouldn't buy heavies for solo tankers).
This is a problem with Primadonna snipers - both recon squads should be operating behind the lines: Spotting tanks, tanking down garries, looking for nodes etc.
It does take ages to take nodes down - when you are the only person doing it, however if your sniper is actually doing their job (not just hiding in a bush working on their K/D) it halves the time and with a second recon active there are less nodes to take down.
This I agree with - lock the sniper role, unless players are regularly taking down nodes and garries as either spotter or sniper.
Adding the engineers wrench to the commanders kit, isn't a bad idea.
Specifically the commander could build one ** set of nodes (as if they had switched to engineer).
There have been times when I have switched off commander to get an extra set of nodes up (which apparently no-one else on the team was willing to do) - only to find that someone else wants to try there hand at commanding....
** - I am not advocating for any vast balance change here, just a solution to prevent having to redeploy to engineer to get that one set of nodes up.
TL;DR - People don't need points.
If you know what your are doing.
You just rank up to lvl 30, then join BtB to unlock the stuff you need.
After that you can play the game and ignore points.
Telling a new player (level 30 takes very little time) to go to a server and spend hours hammering buildings just to have a few more fancy kits is actively harmful to their experience and should not be encouraged. If they're like level 100 or something and are tired of the grind, it's whatever, but a new player? Absolutely not.
This would also require a commander ability cost balance pass due to the increased number of resources available.
This system could carry over to Offensive too but with only a change to the starting resources of both teams, with the attacking team starting with more.
Though, it is T17, who seemingly are deathly afraid of making any meaningful changes so I doubt anything is going to happen at any point.
Meh, you and I have landed in many threads and we come down on opposite sides of this issue.
I agree that the current system of grinding to unlock sucks - I would much prefer something like watching tutorials and/or completing objectives/achievement in game to unlock kits. However we both know T17 isn't going to change it.
So we are left with the situation as it is now.
The core of my argument is grinding in game is worse than grinding on BtB - I will accept the criticism that this is "just my opinion" and accept that you have the opposite opinion, I don't think there is any argument that will change either of our views on this point.
Early on the game had a mechanic where nodes build further forward produced more resources, that let to snowballing where a dominate team got a lot more resources hence was able to continue to dominate.
However I think a compromise might improve things, for example:
Since Engineers only have 1 node type to build they can do a support drop/engineer swap and recon wouldn't be wasting the time destroying multiple node types.
The fuel and ammo balance is set so the losing team gets a bit more ammo for arty and a team that is really pushed up needs the extra fuel for halftracks - so they get it.
TL;DR - This design keeps a bit of interest in the "node war", but dramatically decreases the time investment and impact.
! setting up nodes (def stuff9)!