Thoughts for immersive changes for weapons, gear and supplies. The premise behind these changes would be after the removal of the RPG lite / looter shooter mechanics such as gear score and magical attributes. It also assumes the return of our AI team in game:
- Change world loot boxes to looted from fallen enemy or enemy base armory (weapon/ammo/explosive) or quartermaster (gear) that need to be breached and get rid of the random ugly cases all over the place!
- All levels except easy (which uses Wildlands system of once unlocked remains available), bivouacs include standard US Military issue weapons and gear only and a fixed amount of ammunition and explosives that must be resupplied (new resupply mechanic, which is game time linked such as every 48-hours). All exotic weapons and gear are found in the world and kept as long as you keep them or store them in your bivouac loot (replaces standard issue slot). But if you drop it in world for a new piece of gear, you lose the old one. You only have one standard issue of each weapon for each soldier (4) in the bivouac until resupplied, so if dropped it is gone until then.
- Introduce locked soldier load out at all difficulty levels except easy (uses wildlands system anywhere). By this I mean, the Bivouac is the only place that you can change your teams gear and weapon configurations, as Nomad and your AI team are locked in until the next bivouac, forcing the player to make wise tactical decisions with gear. The only change in the field is to swap with a found weapon or gear piece that results in dropping the old one.
- All levels but easy, which has infinite supply, issued ammunition amounts are fixed in your bivouac supply until you get resupplied. When you run out in the bivouac, you must loot fallen enemy and enemy ammo dumps located in base armories for ammunition and explosives.
- You can craft ammo and other supplies in bivouac, if you have the materials to do it. You can also craft weapon and gear accessories, if you unlock the blueprints and have the mats to do it. You can no longer craft an entire weapon or base gear like a plate carrier, only the accessories to add to them.
- When you find an accessory in world (weapon or gear), you also learn the blueprint to craft it in the bivouac and modify your weapons and gear with gunsmith in the bivouac. Gunsmith is only available in bivouac, so you cannot change accessories in the field.
- At all difficulty levels except easy, the player and AI team members are confined to a primary and secondary weapon (could be side arm or sub), 2 grenades (includes flashbangs) and 2 accessories.Accessories includes a drone, rockets, EMP, C4, etc. You load out Nomad and your team separately, so you can have various load outs to suit a soldiers specialties and to suit the mission at hand
- Improve friendly team AI to allow the player to split into pairs and assign a task to the secondary team (like the old Rainbows), especially to breach a building or to provide over-watch as you advance.
- Once Greenstone is finally down, introduce missions that sent the player on recon to call in support to engage high-end targets with radio, sat and laser designation. Navel Artillery, missile and air support.
- For all levels except easy, player camouflage impacts stealth effectiveness. If you dress to impress instead of survival, that comes with a cost. If your mission is snow, you need the right camo (including face paint) to blend, or chance detection!
- Make the required balance adjustments to weapons to best represent their IRL attributes to the extent possible. For example, the games .50 cal (12.7mm) BMG's are reflective of their IRL power and range, but also their carry weight and mobility shortcomings, were using a .388LM or 7.62mm sniper rifle would have inferior power and range, but increased mobility and lower weight shortcomings. All of which has direct impact on stamina and operational deployment, as the BMG can only be fired prone with bipod (or support) extended.
- In the Hard difficulty, suppressors wear and must be replaced or noise suppression is gradually lost. After a fixed amount of rounds (less the larger the caliber), the player must return to bivouac and craft a new suppressor to continue to operate in stealth.
- In the hard difficulty, NVG has a battery life. When it is gone, the unit must be recharges at bivouac, or operate without.
- in the hard difficulty, each soldier can carry limited supplies such as rations and water, which are required to operate outside of bivouac for extended periods. Rather than bother with a stop and eat and drink mechanic in the field, make well fed and hydrated an time alert that starts to impact stamina if passed. Rather than picking up flowers to make food, rations and water are resupplied at bivouac, but if you run out it is time to hunt and fill your canteen with water purification tablets and stream water!
- no more health syringes and in the hard difficulty bandages only slow bleed but does not repair. The health bar is only replenished at bivouac, where you get proper medical attention. In all other difficulties, health regenerates over time, with the speed being linked to the difficulty level. This includes the health of your team mates and in hard mode you must bandage them up to get them to bivouac for proper medical attention (health bar reset).
There is no need for a 12x scope, or anything higher than the 6x offered by the T5XI. The game doesn't render at distances that would make it practical nor are such scoped routinely used by snipers - when they are, it is for extreme-long-range shooting, at ranges this game is incapable of rendering to.Originally Posted by Combat_XG Go to original post
Doing so would make your sights useless. Most pistols designed for silencers have raised sights to compensate for the silencer's diameter. Hence why the SilencerCo Osprey was developed, inspired by the original Maxim design, as it allows any pistol with a threaded barrel to accept a silencer without affecting the sight picture.Originally Posted by SixtyLion Go to original post
I'd like some change to make weapons more interesting in the game. This might not be perfectly realistic, but I find it terribly boring when things only are plain superior and there needs to be literally zero conscious decisions made about whether to mount the thing or not.
1. - Some items only give pure bonuses, having no trade-off whatsoever. For example laser attachments should give some kind of penalty. Right now it’s a no-brainer bonus to put them on, and if an attachment doesn’t come with a trade-off it’s bad game design. A penalty to HANDLING and/or to RECOIL would be logical. Maybe a RELOAD penalty just because. The same issue goes for muzzle attachments.
2. - Using night vision/infra-red goggles/vision together with magnifying optics should not be possible. Collimator/red-dot sights and visible/IR-visible lasers should be the only functional aiming devices with those vision modes.
As a remedy to the inability to aim at night with magnification we should get night-optics for guns, like image-intensifying (i.e. NVG) sights. These should on the other hand be incompatible with having NV/IR vision enabled. The transition could of course be made automatic (turn off NVGs, then aim with the sight), but should be slower than if having NV/IR vision disabled already.
3. - Give the Mk 17 (SCAR-H) its correct ammunition count. It should come with 20-round magazines standard, 10 rounds as low-capacity, and 25- or 30-round as high capacity.
4. - Let the SN-9 have the Russian Red Dot. It’s a Russian weapon, after all.
5.- Suppressors are a major pet peeve of mine since almost every single game gets them wrong, and this game is no exception.
First and foremost suppressed weapons are too quiet in-game. Some weapons in the game still offer a bit of a bang when suppressed, but most weapons should not become very silent with a suppressor on them. A suppressor - aside from on guns of low-velocity pistol calibers like .45 and .38 ACP - will not be able to bring the projectile to subsonic speeds, and the gas pressure will be too high anyway to be able to make quiet. Even in those specified cases it depends on suppressor and ammunition used.
Suppressors are - aside from lowering the bang by maybe 30 dB for a rifle- or intermediate-caliber weapon - designed to change the characteristic of the sound from high-frequency “bangs” towards lower-frequency “booms”, the latter being harder for the ear to pinpoint the direction of. The reduction in loudness will not make any major difference for how easy it is to hear/not hear the shot. They also serve the purpose of drastically reducing the visible muzzle flash.
The suppressors are also easy to “abuse” since their penalties are too low compared to their advantages, so the game becomes exceedingly easy (even on Expert) because the enemy AI can’t react adequately, and also because there’s no limit to the number of shots possible before the suppressor is so hot that it basically starts falling apart.
I do understand that many players “expect” suppressors to make guns silent simply because they know very little about guns, being mainly taught by movies (who in 99% of the cases are wrong on the topic), but it should be possible for more games than Escape from Tarkov to get it right, or to at least strive in that direction.
Note that I do know that suppressors generally increase muzzle velocity by a few percent, that they shift the weapon’s zero so a gun has to be zeroed EITHER for having a suppressor or not having one, that on many automatic weapons you can’t even switch between having one and not having one since you can’t adjust the gas pressure/can’t adjust it enough and need to switch bolt/recoil spring enough to keep the gun cycling reliably. I have however skipped those aspects in how I want the suppressors to change to keep the gameplay interesting.
I suggest the following changes:
5.1. - Negative: Make suppressed guns louder across the board. Anything above 9 mm should be pretty loud, and even in the case of 9 mm it would be nice to see a difference based on weapon. SMGs should generally still be fairly loud, although a fair but quieter than 5.56 and above.
5.2. - Positive: Create a significant difference in muzzle flash at night with and without suppressor. Using NVGs without a suppressor should really ruin your day.
5.3. - Negative: Give suppressors a MOBILITY and HANDLING penalty. Smacking a tube weighing up to half a kg (actually up to 1 kg for rifle-caliber and larger suppressors) onto the front end of your weapon will make the weapon more front-heavy and longer, both being negative for its nimbleness.
5.4. - Positive: It could be interesting to make suppressors decrease recoil (acts as a muzzle brake) both in the vertical and horizontal axis.
5.5. - Negative: Make the suppressors overheat. A 30-round magazine fired in rapid succession will make the suppressor become some 100+ °C hotter, so after 2-3 magazines you risk having overheated the suppressor so much that there’s a chance that it fails/breaks if you shoot a chunk more (in addition to that your barrel is starting to not feel so good). How much a suppressor heats up of course varies with make, design, and caliber, and could be balanced across calibers. The above is a good ballpark for 5.56 AR/SMG and 9 mm SMG suppressors.
Make the suppressors cool off over time, a bit like how stamina and health regeneration work now, so that players can’t use suppressors to absurd levels. They’ll either be forced to take them off or switch weapons while they cool.
You and me both...Originally Posted by SniperBaitD27M Go to original post
Already started a new thread like those before.
Where I'm requesting new changes and additions.
But now using Ghost experience as a new base.
You might say that having an Flashlight and laser on your rifle might make it more heavy and in the end of the day you have reduced stamina.Originally Posted by Inkophile Go to original post
But that's basically it...
A laser wont make you reload slower or reduce your handling in recoil.
In fact they might help control the muzzle rise.
I'm all for adding penalty for gear.
Realistic ones like:
You added an @eotech to your rifle and a laser.
Here is the penalty
Will increase the weight, you will have less stamina and you will have a harder time hitting targets really far.
That's it, anything different than this, that follows the logic already in game and the logic you are proposing, I consider bad game design
Even still, there are a couple of pistols in game that it does affect the sight pictures a little bit.Originally Posted by LTJasonWolfe Go to original post
Going from a personal standpoint, I prefer raised sights because allow me to aim having just a tiny bit less of the target concealed behind my own gun.
I would like to add some quick thoughts on this topic.
First of I would like to point out that not everything needs to have stats tied to them, if it eases balancing. We just want our guns to look the way we want them to.
1.Barrel lenght-options for all weapons. Maybe I want a shorter barrel for my LMG or sniper.
2. All sights to be shared within the ASR, LMG and SMG categories. It makes no sense that ceratin red dots dojnt go on ceratin guns?
3. All foregrips to be shared within the ASR, LMG and SMG categories. If some foregrips have identical stats, that is fine. We just want the options.
4. Changeable stocks where it is appropriate, as in all m4 style rifles (416, 516, m4a1) could share stocks with each other. Another example is that all Mk48-sytle LMGs could share stocks. NOTE: the stocks does not need to affect the stats in any way.
5. The options to change the foregrips on the m4a1 further forward on the rail, similar to the positioning of the 416 foregrips.
6. The options to change the style of magazine where it is appropriate, as in all m4 style rifles (416, 516, m4a1) could share magazines with each other. Meaning that the 416 could use the polymer magazine that the 516 uses annd vice-versa. Note this would be another purely cosmetic option.