Hi,
After 3 weeks and a bit more of 200 hours of gameplay I ran into a great number of bugs and glitches. I still consider that the game has some potential, to be “saved” major ressources has to be dedicated to fix current problems. I won't adress any of the core mechanic with which a cetain number of us don't agree (gearscore, weapon score, survival mechanics, “social” hub, storyline, just to name a few). Despite all this problems here is my take on what could be implemented. Any of these implementations should come after the major issues of the current version have been properly adressed
I. Gameplay
A. Character customization and equipment
a. Vest
The vest/plate carrier should display the right ammo pouch and reflect the equipment the player is actually carrying and avoid it to change whenevere it want's to change (carryin an ASR the vest should effectively bear ASR mag pouches.
This has already been reported on numerous occasions for what I saw in the pages of this forum.
b. Equipment/items
The addition of a certain number of equipment was to a certain extend welcome, just to name a few rocket launcher, breaching torch, intel grenade, EMP grenades among others. Nonetheless, to this list we could add:
-Stand alone grenade launcher: maybe (certainly) not Multiple Grenade Launchers. There is a wide variety of stand alone grenade launcher. This should be equipped as a secondary weapon not as an item.
-Working binoculars: binoculars in the actual version of the game have absolutely no purpose because of their actual poor zooming. In recon phases, as the drone is, it' should be a precious intel gathering tool to prepare and plan missions before any action (identifying enemy routines and patrol trails, infil/exfil points, etc...). Having binoculars that actually have a purpose.
Remark, equipping a rocket launcher: Rocket launchers are cumbersome weapons to use (in the real world those are manned by a 2 men crew). To reflect this, having a rocket launcher should replace a secondary weapon.
-Smoke grenade: Smoke grenades are essential pieces of equipment, often use to evade enemy detection of conceal tactical movement and retreat.
-This type of grenade should be class wide available
-Not as concealing as the Panther perk
-Not stunning like a flashbang grenade
-Hand thrown device
-Temporary effects
-Effect radius equivalent to flash grenades
]The purpose of this grenade is to “block” or “break” the enemy's line of sight.
c. Weapon attachment
It has been made abundantly clear the stocks and barrel length have been removed to one purpose: implement weapon variants (CQC shorty, Assault, DMR, Tactical). These weapon variant are essentially rewards for different task you will undertake in the game (class challenge and faction missions).
This being said. Despite, buttstock and barrel length being impossible to change, the placement of weapon attachment (3 to 4 positions) could give the players a “this is my gun” feeling.
To explain this furthermore, please find here below a simple schematic of how it could work:
Each position of the attachement having a direct influence on how the platform will behave.
As an exemple:
- Position 1 the closer to the magwel, diminish reload speed time
- Position 2 at the middle of the handguard, intermediate position
- Position 3 the further from the magwell increase accuarcy
(If someone could add to this aspect, Bone_Frog I hope you're reading this, it would be a welcome addition)
Other grenade launchers models: please fin here below a non exhaustive list of possible underbarrel grenade launcher for various platforms:
-Arsenal 40 mm UBGL/GP-25 (for AK platforms)
-Beretta GLX 160 (“NATO ASR”)
-Heckler & Koch AG-C/EGLM (“NATO ASR”)
-M320 Grenade Launcher Module (“NATO ASR”)
This simple addition will have a great impact on the “this is my gun” feeling.
Special mention for bipods: 2 models of animated bipods:
1. The default one (the one that comes with most lmgs) the foregrip, deployable bipods. Instead of having this as a default we should have got the "tactical vertical foregrip" (which at the moment is nowhere to be found).
In my mind it would have add, statistically speaking, value in vertical recoil management and better handling (not deployed) and higher stability and accuarcy/range (deployed) losing the handling bonus.
2. The classic bipod (the one that is an attachment to find)
The classic bipod would have add to your platform a significant increase in stability/range/accuarcy (once deployed). The counter part of it would have been a diminution of handling (making the platform slightly more cumbersome), but a certain vertical recoil management bonus (adding weight to the front part of the platform).
-Bipods should be deployable only in prone and in cover if you have a vertical directionnal white arrow for "aim peaking".
-While using the bipods, the character would loose the ability to move and has to diselect the bipod to regain this ability.
-The aiming angle would be of 45° horizontaly (from right to left) and between 12,5° up and -12,5° down (0 being character eyesight).
-The binding key to use/deploy the said attachement would have been the same used on ASR for the grenade launcher (on PS4 the down direction arrow).
This is all for now, part B will be added soon.