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i want the PKM to have the aim of the l96a1 with tank power. no other changes please.
Not bad, but I propose a slight modification to that idea: I want my PKM to have the accuracy of the L96A1 and the firepower of a tank. I don't want anyone else having the same über-kit as me though... :laugh:
well, since we're making very important changes for 1.31, I'd like to add the OICW as an assault unlock, complete w/40mm nade 'clip' that can shoot 6 GL's out w/no arming distance, and w/no reload.
And a Deagle for a pistol unlock, 1 to the dome ftw.
well, since we're making very important changes for 1.31, I'd like to add the OICW as an assault unlock, complete w/40mm nade 'clip' that can shoot 6 GL's out w/no arming distance, and w/no reload.
And a Deagle for a pistol unlock, 1 to the dome ftw.
Removing sniper's not a bad idea. And I like sniping. But here's what I like more:
Remove engineer. More about what happens to compensate in a moment.
Important point: create a new class, called Aircrew.
In Aircrew class, create a new track of medals & awards. Your unlocks, rather than being weapons, are pilot's wings, which lead to improvements in your airplane's performance, or the ability to do special maneuvers.
This removes the ability to earn non-pilot awards (like expert sniper) by flying and not doing things that have anything to do with other classes.
Now that engineer's gone, what do we do for repairs and A/T mines? Give support troops new tossable bags, bags that aren't just ammo, they're like minature versions of the airdropped support crates, which resupply, wrench, and heal, except these don't heal - tossable heals are still for medics only. Commander can still drop big support crates.
These new Support Packs disappear after one use, just like ammo bags. Each bag is good for 5 bars of vehicle health, but the vehicle has to stop for a bit to load up the new health, while the wrenching sound is going, just like before. Instantaneous ammo reloads from the new "Support Packs" for infantry and vehicles as before. Support class earns 1 support point for each support bag used by a team mate, whether it's used for a partial vehicle heal or ammo.
A/T mines are now dropped by A/T class, which can do an alt-select to switch between rockets and mines. 4 rockets, 2 mines total per loadout. Also, the lethality of their A/T rockets is improved, so that 1-shot kills are the norm for Humvees and Vodniks, while APCs and tanks lose 2/3s of health from one A/T rocket hit.
Everyone else does their thing as before.
Advantages? Pilots get their own class, their own unique progression and unlocks (extra plane performance for expert pilots).
Support does all non-medic support work.
A/T does all the A/T work, instead of sharing with engineers. A/T becomes true "Tank Hunters", which tankers will learn to fear.
Engineers get their ridiculously slow rate of progression via repair points eliminated, and we can say buh-bye to the most boring kit in the game. Face it, wrenching and tossing mines, all while having a weak primary gun, is a pretty lame deal.
Disadvantages - likely more armor whoring, certainly more support whoring, but possibly offset by having new Tank Hunter teams spring up. Pilots would become even more arrogant than now.
Removing sniper's not a bad idea. And I like sniping. But here's what I like more:
Remove engineer. More about what happens to compensate in a moment.
Important point: create a new class, called Aircrew.
In Aircrew class, create a new track of medals & awards. Your unlocks, rather than being weapons, are pilot's wings, which lead to improvements in your airplane's performance, or the ability to do special maneuvers.
This removes the ability to earn non-pilot awards (like expert sniper) by flying and not doing things that have anything to do with other classes.
Now that engineer's gone, what do we do for repairs and A/T mines? Give support troops new tossable bags, bags that aren't just ammo, they're like minature versions of the airdropped support crates, which resupply, wrench, and heal, except these don't heal - tossable heals are still for medics only. Commander can still drop big support crates.
These new Support Packs disappear after one use, just like ammo bags. Each bag is good for 5 bars of vehicle health, but the vehicle has to stop for a bit to load up the new health, while the wrenching sound is going, just like before. Instantaneous ammo reloads from the new "Support Packs" for infantry and vehicles as before. Support class earns 1 support point for each support bag used by a team mate, whether it's used for a partial vehicle heal or ammo.
A/T mines are now dropped by A/T class, which can do an alt-select to switch between rockets and mines. 4 rockets, 2 mines total per loadout. Also, the lethality of their A/T rockets is improved, so that 1-shot kills are the norm for Humvees and Vodniks, while APCs and tanks lose 2/3s of health from one A/T rocket hit.
Everyone else does their thing as before.
Advantages? Pilots get their own class, their own unique progression and unlocks (extra plane performance for expert pilots).
Support does all non-medic support work.
A/T does all the A/T work, instead of sharing with engineers. A/T becomes true "Tank Hunters", which tankers will learn to fear.
Engineers get their ridiculously slow rate of progression via repair points eliminated, and we can say buh-bye to the most boring kit in the game. Face it, wrenching and tossing mines, all while having a weak primary gun, is a pretty lame deal.
Disadvantages - likely more armor whoring, certainly more support whoring, but possibly offset by having new Tank Hunter teams spring up. Pilots would become even more arrogant than now.
Well what I wish that they would do with the engineer is to give them portable Antiair rockets.
The flight crew class is an interesting concept though...too bad it will never happen.
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