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War Machine    40

1.       Update on the inventory of both sling loaded ammo crates and vehicles. Since there is the new released Tanks DLC, I just noticed that the inventory for both ammo crates and vehicles is still lacking of ammunition for MAAWS. Aside from that, in my opinion, you should remove the weapons and all sorts of attachments inside those. We usually only need ammo and first aid kits.

2.       Put more hostile infantries inside structures (i.e. buildings/houses) and infantries roaming the streets, and some enemy vehicles; either stationed or patrolling the streets to simulate an urban warfare scenario.

3.       Since the radio tower seems like it doesn’t hold much purpose in the game aside from being a target for blowing up, I suggest that It could be instead made into a GPS Jamming Tower and should have a wide range of area of effect like being able to cover the entire AO.

4.       Variety of hostile and task(s) in a given AO: If an AO is either held by CSAT or AAF, it could have a the tasks of seizing HQ, Destroying Tower and since they are a standing army; they could have their tanks, MRAP’s, AAA’s, APC’s, IFV’s, CAS(heli/plane). If it is held by insurgents, it is not expected of them to have an HQ or a Tower like the CSAT/AAF and they must not have tanks, CAS and IFV’s; however, an APC in guerilla paint is okay. The insurgents’ vehicle are mostly technical like an offroad or a 4WD with armaments.

5.       More specification of loadout for:

·         Engineer/Recon Demolition Specialist – are the only ones able to equip satchel charges and explosive charges.

·         Missile Specialist/Rifleman (AT) – are the only ones able to equip both guided and unguided AT’s and AA’s.

·         Autorifleman/Gunner – are the only one able to equip Light Machine Guns

6.       A change in the class of some squad/team member (this one doesn’t hold much meaning).

Main assault force:

·         Squad Leader

·         Rifleman

·         Marksman

·         Autorifleman/Gunner

·         Rifleman(AT)/Missile Specialist

·         Grenadier

·         Medic

·         Engineer

 Recon Team:

·         Recon Team Leader

·         Recon Marksman

·         Recon JTAC

·         Recon Scout(AT)

·         Recon Paramedic(just notice that the recon team don’t have this)

·         Recon Demo Specialist

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  • Nova    1779
    18 minutes ago, War Machine said:

    Update on the inventory of both sling loaded ammo crates and vehicles. Since there is the new released Tanks DLC, I just noticed that the inventory for both ammo crates and vehicles is still lacking of ammunition for MAAWS. Aside from that, in my opinion, you should remove the weapons and all sorts of attachments inside those. We usually only need ammo and first aid kits.

    you can customize inventory at the sling load area

    18 minutes ago, War Machine said:

    Put more hostile infantries inside structures (i.e. buildings/houses) and infantries roaming the streets, and some enemy vehicles; either stationed or patrolling the streets to simulate an urban warfare scenario.

    if you want to set the server on fire then sure we could do this

    19 minutes ago, War Machine said:

    Since the radio tower seems like it doesn’t hold much purpose in the game aside from being a target for blowing up, I suggest that It could be instead made into a GPS Jamming Tower and should have a wide range of area of effect like being able to cover the entire AO.

    we've talked about this a bit. could be cool

    26 minutes ago, War Machine said:

    More specification of loadout for:

    ·         Engineer/Recon Demolition Specialist – are the only ones able to equip satchel charges and explosive charges.

    ·         Missile Specialist/Rifleman (AT) – are the only ones able to equip both guided and unguided AT’s and AA’s.

    ·         Autorifleman/Gunner – are the only one able to equip Light Machine Guns

    You have to remember that this is a public co op server so restricting things like this makes it more milsimmy. which some people want but other are here for some casual play.

    27 minutes ago, War Machine said:

    Variety of hostile and task(s) in a given AO: If an AO is either held by CSAT or AAF, it could have a the tasks of seizing HQ, Destroying Tower and since they are a standing army; they could have their tanks, MRAP’s, AAA’s, APC’s, IFV’s, CAS(heli/plane). If it is held by insurgents, it is not expected of them to have an HQ or a Tower like the CSAT/AAF and they must not have tanks, CAS and IFV’s; however, an APC in guerilla paint is okay. The insurgents’ vehicle are mostly technical like an offroad or a 4WD with armaments.

    this would be difficult to do i would imagine

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    pkisbest    198

    I mean, instead of adding more infantry to the ao, just have more in buildings. Similar to what it was pre-Apex edition.

    • Like 2

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    Mann    39
    2 hours ago, War Machine said:

    4.       Variety of hostile and task(s) in a given AO: If an AO is either held by CSAT or AAF, it could have a the tasks of seizing HQ, Destroying Tower and since they are a standing army; they could have their tanks, MRAP’s, AAA’s, APC’s, IFV’s, CAS(heli/plane). If it is held by insurgents, it is not expected of them to have an HQ or a Tower like the CSAT/AAF and they must not have tanks, CAS and IFV’s; however, an APC in guerilla paint is okay. The insurgents’ vehicle are mostly technical like an offroad or a 4WD with armaments.

    I can imagine the tanks cleansing the AO in seconds if the only significant threat is AT squads.

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    War Machine    40

    So, those are just options for the server; however, you guys still can choose whether to implement them or not.

    The first on the list which is about customizing sling load ammo crates and vehicle inventory, It's just not that convenient for everyone to edit the content of each for it will go back to it's server default content once it is either destroyed or due to server restart.

    I suggested the second one because usually we conduct operations in an urban area and besides, the structures are so empty like 2:15 got enemies inside. If it would be easy because of tanks, tanks can't be sling loaded nor be paradropped via Blackfish so going in an AO will take a lot of time for those (more time for the infantry to do action) and besides, how efficient are the tanks in the game in urban warfare?

    Since I have talked about the fourth suggestion, I just got a bit bored of the repetitiveness of the missions.

    About the fifth suggestion, yes, I could agree with you that it sounds too milsimmy; although, sometimes I see medics that instead of helping you get back to the fight, they just run towards the tower/GPS Jammer and end up stepping on a mine or getting killed by hostiles just to plant an ordnance. And besides, just like the snipers that cannot equip other weapons other than a sniper rifle, that is where I got the idea of exclusivity of loadout for the Engineer/Recon Demo Specialist, Rifleman (AT)/Missile Specialist, and Autorifleman/Gunner (could still equip SPAR-16S or the CSAT counter part).

    You may overlook this one if it is to bothersome for you guys. I forgot about the 5.56mm guns that don't do much efficiency on CSAT infantries because they wear too much armor. So my opinion on this is that: remove the tactical vest from CSAT soldiers in exchange for greater fire power like equipping them with 7.62 guns, AK's to be exact. So, that would be defensive capabilities in exchange for offence.

    To reiterate this, if these could help the server, there is nothing bad about trying. If non of these is good and would cause too much trouble, that would be fine as well.

    Edited by War Machine
    Forgot something to write at the end
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    Zombine45    177
    2 hours ago, War Machine said:

    and besides, how efficient are the tanks in the game in urban warfare?

    Clearly you've never been on when @Tracuer, @Tungsten and myself are in the same tank! We are a force unstoppable to any man, vehicle or aircraft, even if they're hiding in a building!

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    War Machine    40
    2 minutes ago, Zombine45 said:

    Clearly you've never been on when @Tracuer, @Tungsten and myself are in the same tank! We are a force unstoppable to any man, vehicle or aircraft, even if they're hiding in a building!

    Well, a tank is supposedly be manned by 3 people: the commander, the gunner, and the driver in order to be in optimal level of efficiency in the battlefield; however, people usually ride tanks alone which makes it in at least 15% efficient. Anyway, good to know that there are team players like you.

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    Tracuer    92
    On 6/3/2018 at 2:43 AM, Zombine45 said:

    Clearly you've never been on when @Tracuer, @Tungsten and myself are in the same tank! We are a force unstoppable to any man, vehicle or aircraft, even if they're hiding in a building!

    speaking of! We need to get on and tank again, been too long. Plus the new DLC! Why did I have to be away so long...   @Zombine45

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