Hero Status, Engineer and a few other ideas

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Snails

FNG / Fresh Meat
Sep 2, 2011
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I have posted this in response to someone else's previous thread, but feel it could use some more input from other people and its own Idea post.

Hero Status + MKB

Hero Status should be awarded like a battlefield commission.

People should do something heroic to be a hero, not just max out a role. If you are awarded with Hero status, then the MKB machine gun sniper spear should become available to that person if they so choose to use it.

Engineer

First of all, give them a bolt action, not an auto. This will lower the Auto population on some maps considerably, and find that the role would be taken for how its meant to be played, not just for the PPSH or MP40.

When an Enginner plants a satchel on an a destructable object, pop some red smoke by it too so people know its there. Currently players in the area get a warning, but people who have just made it up to your area are unaware and get killed - I often get auto kicked for too many TK's because of this.

Commander / SL + the MKB

Get rid of the MKB for assault class, MP40 or Semi Auto.

Commanders should be issued the MKB, but only once the role has been maxed out and the players honour level is, for example, level 80. This way it would limit the MKB, and also stop newer players from taking a role just for the weapon.

S/L's should be issued 2 smoke grenades and 1 Frag - Also try and implement some kind of extra bonus points for players who cap, kill etc when near their squad leader - This would give good incentive to a player and encourage some team play.

Those are just a few ideas that I have had, and dont take them literally, they are just rough guidelines to something that could be implements and make a good difference, so what do you guys think ? :)
 
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finnfighter

FNG / Fresh Meat
May 22, 2009
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just thinking out loud;

imo in teamplay-focused games there should be ZERO points given if not doing what your squad leader has ordered you to do. though adds the SL being a proper one a huge factor.


back on topic:

on that heroic thingy, sounds great, but probably very hard to implement... the often mentioned elite assault could be the solution for the mkb hoeing. imo it should, in any circumstance, NOT be given to the commander. commander should almost have just a pistol forcing him to concentrate on commanding.
 

Nikita

FNG / Fresh Meat
May 5, 2011
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I agree with everything but giving the Mkb to commanders and popping red smoke on satchels. Simply having the satchels appear in Tactical View/on the minimap would be great, and honestly they never did either in RO1 and it wasn't that huge of a problem.

Giving the Mkb to Commanders might also encourage players to pick commander purely for the Mkb, and commanders with the Mkb would be more daring perhaps than they otherwise should be.

+1 for most of your ideas, though!
 

Justin MacDuro

FNG / Fresh Meat
Apr 1, 2006
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ICommander / SL + the MKB

Get rid of the MKB for assault class, MP40 or Semi Auto.

Commanders should be issued the MKB, but only once the role has been maxed out and the players honour level is, for example, level 80. This way it would limit the MKB, and also stop newer players from taking a role just for the weapon.


That makes no sense ... the commander role is more like a non combatant , a guy who is on the back supporting with , forcing respawn when needed , studiying the enemie movements with the recon plane to suggest where to atack ... give the comander a mkb is encourage people to play as a Rambo or assault class and not as a comander .








S/L's should be issued 2 smoke grenades and 1 Frag - Also try and implement some kind of extra bonus points for players who cap, kill etc when near their squad leader - This would give good incentive to a player and encourage some team play.


I agree , now the guy with 2 smoke nades is the guy that has to be on the rearguard doing another tasks instad being on the front throwing smoke .
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
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commander should almost have just a pistol forcing him to concentrate on commanding.

I agree , now the guy with 2 smoke nades is the guy that has to be on the rearguard doing another tasks instad being on the front throwing smoke .

Woah-woah, slow down there, both of you. What kind of role do you believe the commander needs to play? Cook marshmallows in the back teams spawn?
Commander does NOT need MKB, that is for sure, commander should have a semi-auto, at most some lowest end auto.

I play a commander often, and i completely disagree with statement that commander has to sit in the back. Aside from the Recon+Arty (with minimum timers of 2mins each) there is nothing for him to do any place other than front lines. I'm the active commander, who is up ahead with rest of the team, you can hold down "T" often to find out when to reinforce, you can check your map to find out the cooldowns. Those two smoke grenades are what your team needs, and you're helping the main force, by covering their way through.
 
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Vesper11

FNG / Fresh Meat
Sep 19, 2011
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Soviet engineers used PPSh, not bolt action rifle (some were also issued a body armor), the same could be said about german engineers in Stalingrad. Personally, I feel much more comfortable getting close to the enemy building with PPSh rather than with rifle as my objective is to get to the building and blow it up, not to fight infantry, PPSh is there for self defence, suppressive fire and storming building after the new entrance is created. You dont want engineers to stay behind camping/shooting at long range.

p.s. I too agree that comm/SL doesnt need Mkb.
p.p.s. Unlike MP40, PPSh is worse than bolt-action rifle even at medium range so it doesnt pose much threat as an auto weapon unless in CQC where it should be.
 

Justin MacDuro

FNG / Fresh Meat
Apr 1, 2006
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Woah-woah, slow down there, both of you. What kind of role do you believe the commander needs to play? Cook marshmallows in the back teams spawn?
Commander does NOT need MKB, that is for sure, commander should have a semi-auto, at most some lowest end auto.

I play a commander often, and i completely disagree with statement that commander has to sit in the back. Aside from the Recon+Arty (with minimum timers of 2mins each) there is nothing for him to do any place other than front lines. I'm the active commander, who is up ahead with rest of the team, you can hold down "T" often to find out when to reinforce, you can check your map to find out the cooldowns. Those two smoke grenades are what your team needs, and you're helping the main force, by covering their way through.



ID did not say that ... I just say that he is not a rambo that has to assault the enemy positions leading his men ... he can stay at the rearguard that can be just the most near radio to the front line , doing what I said and of course he can support his men sniping from his position or defending his spot if the enemy is assaulting ... but he should never play as an assault role for obvious reasons , because if you play as assault you to center your atemption to the combat unless you are assaulting on headless rambochicken diying quicly , respawning , running to the front , diying , running to the front ... and so on ...
 

LordKhaine

FNG / Fresh Meat
Dec 19, 2005
1,008
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I very much doubt combat engineers would be using bolt action rifles that often in Stalingrad. Of all people, they are one of the most obvious to equip with an smg. Engineers must get into close range to do their job. An smg is obviously the better choice at that range. And engineers also carry a lot of weight in explosives and other gear. So the small compact MP40 for example, is obviously going to be a more attractive idea than lugging around a rifle.

I realise that people want to "cut down" on smg's (though personally I think the huge amount of semi-automatics is more of an issue, not to mention the MKB..). But removing the smg from the engineer isn't the way to set about it.
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
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ID did not say that ... I just say that he is not a rambo that has to assault the enemy positions leading his men ... he can stay at the rearguard that can be just the most near radio to the front line , doing what I said and of course he can support his men sniping from his position or defending his spot if the enemy is assaulting ... but he should never play as an assault role for obvious reasons , because if you play as assault you to center your atemption to the combat unless you are assaulting on headless rambochicken diying quicly , respawning , running to the front , diying , running to the front ... and so on ...

Though unconfirmed, i read somewhere a while back, that commander does not cost reinforcements to the team in regular scenarios. I'm not saying commander needs to be a rambo (only Rambo role is - Assault). However, commander does need to be up front with his team. Look at his loadout, its either a S/A or F/A, you want him to sit in the back with such equipment? I understand that you can snipe with MP40, but with PPSH in the back you're useless.

In reality (history) commanders (unless we're talking about general) were asked to not only participate, but to LEAD their troops into battle, for increased morale boost (at least on Russian side).

So perhaps we will all recognize that, put down the soft commander hat, and put on that hard helmet, and go into battle :)
 

roeland666

FNG / Fresh Meat
Sep 17, 2010
155
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Netherlands
I like the idea of the engineer, a red smoke grenade or something so people notice where a satchel is planted. But I think engineers should be able to choose a assault rifle, because they need to get in close sometimes...
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
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Sweden
[...]Hero Status + MKB

Hero Status should be awarded like a battlefield commission. [...]
I like it. In fact, scrap the old battlefield commission, it has no productive value as it is. Having Hero status being the new performance related unlock midgame can be a little iffy on servers that like to run one round per map though, which would ensure that no one ever becomes a hero on the server.

Engineer

First of all, give them a bolt action, not an auto. This will lower the Auto population on some maps considerably, and find that the role would be taken for how its meant to be played, not just for the PPSH or MP40.
I disagree. The engineers represented in the game are attached from either native or independent pioneer/sapper battalions to perform very specific objectives. All maps currently in the game featuring engineers are some sort of close infantry assault, so it makes sense that the engineers are equipped with assault weapons.

When an Enginner plants a satchel on an a destructable object, pop some red smoke by it too so people know its there. Currently players in the area get a warning, but people who have just made it up to your area are unaware and get killed - I often get auto kicked for too many TK's because of this.
An elegant solution. Great and informative function without adding immersion breaking HUD elements.

Commander / SL + the MKB

[...]
Commanders should be issued the MKB, but only once the role has been maxed out and the players honour level is, for example, level 80. This way it would limit the MKB, and also stop newer players from taking a role just for the weapon. [...]
The problem with this proposal is that if Commanders are the only class that can unlock the MKB, there will be a whole bunch of people who grind this class for the weapon, so you risk having lots of players hogging the class going around killing people with no interest in using the full potential of their class.

No solution is ever going to change the fact that achievements and unlocks are just about the worst ideas ever to plague the gaming industry.
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
39
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I like the idea of the engineer, a red smoke grenade or something so people notice where a satchel is planted. But I think engineers should be able to choose a assault rifle, because they need to get in close sometimes...

Dont confuse Assault rifle (MKB/AVT) with sub-machine gun (MP40/PPSh). No engineer needs an assault rifle. For gods sakes, PPSH even stands for Machine-Pistol-Shpagin, it's essentially a sub-machine gun firing pistol rounds (same as MP40).
Leave engineers as is, just tune down MP40s to be more realistic
 

flavin420

FNG / Fresh Meat
Oct 2, 2009
308
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I think that everything is fine how it is, except i think the "special weapons" shouldnt be available till lvl 50 or higher
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
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i agree with all your suggestions.

Also i think they need to add more s*** to destroy as an engineer. I have yet to find something to blow up that is worth risking my life for.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
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I think that everything is fine how it is, except i think the "special weapons" shouldnt be available till lvl 50 or higher

While im tempted to bite on these lines, the reality is all this does is just postpone fixing this for another few months till all the players have things unlocked again.
 

Snails

FNG / Fresh Meat
Sep 2, 2011
51
5
0
Hmm seeing your posts about the MKB and commander is right, it does make sense I guess, but then they were rough suggestions, so the idea could be implemented in some way to adapt, so not necessarily just the commander.

I think either way the MKB needs to be looked at and reconsidered, not removed, but made rare ingame or hard to obtain, but lets not get into that as there are a few posts already about this.
 

Nuxes

FNG / Fresh Meat
Oct 9, 2011
8
0
0
I think in designing the game they should have had a minimum honor level to play certain classes, like lvl 10 for assault, level 20 for sniper and MG, this way you would have to start out as a rifleman and work your way up. Maybe in RO3.

Also, maybe there should be a separate "auto rifleman" class for the MKB and AVT, and limit these to 4 or 5 per team. Does anyone actually know how the AVT was deployed by the Soviets? It is functionally similar to the American BAR, which was used as a light machine gun rather than an assault rifle.