Ancolius

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  1. They can probably beefup the armour later once all armour modifications are done, for now it's not good because they still tinkering with it. For a level 1 light (starter tank) 2 thrown AT should do it though for the heavier ones they should need more but the price needs to be more balanced as well. But first things first, Basically you drive an AT weapon but also carry them so once someone destroys your tank you become the AT Rambo you been complaining about with AT grenades and Hafthohlladung. The suggestion is not to modify the existing weapons since they are used by infantry but to exchange them for personal defence weapons unlocked by the same ribbon for tanks and planes. Leaving infantry out, there enough AT v/s tank floating on the forum so stick with the vehicle based classes no need to start the buff or nerf for anti-tank weapons. (For now) Weapons that should be swapped for vehicle based classes. (They unlock through the same ribbon they normally would unlock except infantry gets AT and vehicle classes get self-defence weapons giving all sides the same unlocks) 1. S.T. Hand Grenade No. 74, For this one the Reising Model 55 with wire stock this would be a sub-machinegun fireing 500rpm max upgraded and have a 20 round box magazine. Being a foldup and sub-machinegun with normal ammo it would take 5 equipmentpoints “There were two differences between the M50 and the M55, those being the elimination of the compensator and the addition of a folding wire buttstock making the M55 lighter and shorter. M55 was originally issued to Marine parachute infantry and armored vehicle crews” 2. Panzerwurfmine Lang A bit harder for GE, but the M712 (Mauser C96 firing auto) and the artillery luger The M712, having 3 equipmentpoints but besides firing auto no changes. The Artillery luger (It is like the M1A1 carbine) 4 equipmentpoints if it has the 8 round magazine 3. RPG-43 Think the PPD-34/38 is suited for here, (looks a lot like the PPD-40) giving it the box 25 round magazine it has 5 equipmentpoints with normal ammo. 4. Hafthohlladung H3 Winchester Model 1895, far from perfect but as far that I could find its used by GE/ US and SU in limited numbers
  2. Ancolius

    Binocular Improvements

    They should change snipers completely, they have to return to being recon. They need to have special equipment for it to do so, it would make them useful as well. Recon needs separate binoculars so that other functionalities could be added to them for example make a beam go in to the air instead of the current spotted icon giving a x/y position of the location or add distance to the spotting icon just like with capture points. Personally I think binoculars should als be free from equipmentpoints because it should be standard gear. For that you need other equipment that would make being recon more interesting. The silenced subs are one of those, If you want to make recon really interesting to use by generals you could also add a radio-deployable placed as a mine and works like a spawnpoint for a limited time (120seconds and long reloads) added as a pickup to scout vehicles.
  3. Kind of the point I'm making here, Change Vehiclebased class AT weapons for self defence weapons There is no reason why players in a vehicle based class need to have a hand based weapon to destroy their own class vehicles. What they do need is way's to defend them self once they are out of the vehicle.
  4. Basically you drive an AT weapon but also carry them so once someone destroys your tank you become the AT Rambo you been complaining about with AT grenades and Hafthohlladung. The suggestion is not to modify the existing weapons since they are used by infantry but to exchange them for personal defence weapons unlocked by the same ribbon for tanks and planes. Leaving infantry out, there enough AT v/s tank floating on the forum so stick with the vehicle based classes no need to start the buff or nerf for anti-tank weapons. Weapons that should be swapped for vehicle based classes. (They unlock through the same ribbon they normally would unlock except infantry gets AT and vehicle classes get self-defence weapons giving all sides the same unlocks) 1. S.T. Hand Grenade No. 74, For this one the Reising Model 55 with wire stock this would be a sub-machinegun fireing 500rpm max upgraded and have a 20 round box magazine. Being a foldup and sub-machinegun with normal ammo it would take 5 equipmentpoints “There were two differences between the M50 and the M55, those being the elimination of the compensator and the addition of a folding wire buttstock making the M55 lighter and shorter. M55 was originally issued to Marine parachute infantry and armored vehicle crews” 2. Panzerwurfmine Lang A bit harder for GE, but the M712 (Mauser C96 firing auto) and the artillery luger The M712, having 3 equipmentpoints but besides firing auto no changes. The Artillery luger (It is like the M1A1 carbine) 4 equipmentpoints if it has the 8 round magazine 3. RPG-43 Think the PPD-34/38 is suited for here, (looks a lot like the PPD-40) giving it the box 25 round magazine it has 5 equipmentpoints with normal ammo. 4. Hafthohlladung H3 Winchester Model 1895, far from perfect but as far that I could find its used by GE/ US and SU in limited numbers
  5. AT rifles have no impunity, their enemy is infantry and tanks that can hear them shooting a mile away. Simply put if you think AT rifles have impunity means that you need to put boots on the ground also their is a large cost to taking down a plane with one of those rifles because hitting chance is about 1 in 5 due to deviation by standing and shooting in the air and the random deviation even in windows that is build in. Did you think maybe they switch to a credit eating rifle because planes ruining the game for the other team? As for tanks, people can do that because there is no incentive to protect tanks since they are annoying for both teams since most tankers think they are turrets. Its not the AT that needs to be fixed but the tanks them self to attract people to them to defend. What vehicles need are medical and munition chest with a range of effect and HE that doesn't give any xp The panzerfaust needs to be replaced on tanks by something else. A chest with a sub-machinegun or a repair tool preferable one that has limited use like a welding torch. Munition and medical chest should be reduced in the map. For spawning, higher tier tanks and planes from the same class need to have higher spawn cost like needing more then one vehicle ticket to spawn them. I don't see a problem with that to be honest, But they had a good solution for it in an old game though, called BF42 you went slow and fly through invisible ammo boxes to reload. no reason it can't work here since the mechanics already there And yes the physics where worse but we made due, even landed on carriers.
  6. Recon is actually pretty good, not sure how you get spawnkilled by the same one the whole game since you can switch to an other spawn. In recon, sound is key Pilot, do agree with that. Lunevile isn't suited for that one, they should switch to a desert map. Strip all buildings and vegetation from lunevile and repaint it to look like sand. Tanks, well the ranged AT is the worst in that one mines are fine shreks spawns are ok but the grenades are the worst. As for spawn camping, its annoying but most of the time you can get around. The camping with heavy tanks in town that's the problem
  7. Ancolius

    AA guns

    Think I shot you down 6 times in the same match using the American AA, you where flying the same pattern over and over and I could hear you from a mile away to predictable. Its not that AA is to strong but that people are starting to be to predictable and keeping the same attack patterns, you get shot down by an AA, don't ignore it fly out of range. Nothing is more fun then killing the pilot of a heavy fighter when they are in a diveflight to n00b an AA, Planes are not god anymore face it, those day's are over if AA or AT rifles knows where you are going to be your wrecked. Don't want to be predictable, don't fly straight make turns, go up or down. AA disadvantage 1. You can spawn at leased 3 planes before an AA is respawned. 2. Ammo takes time to reload when depleted giving you about 10 seconds of free play where you can kill the AA and they cant fight back 3. Ammo completely depleted takes the same amount of time to reload as standard vehicles and fast reload badges don't work on them making AA useless for roughly 60 seconds. As for AT rifles, They do what they supposed to do kill lightly armoured vehicles. recon planes are painted canvas and wood. They already take a lot of equipmentpoints 7 if you take normal amount of ammo that's 10 shots for most meaning you have only a heavy bolt action with a fire rate of 1.4 each second and with the deviation unless really unlucky only one in five shots will hit you. Also most with AT rifles only make about 1 till 3K (if you make more you're an exception well done) making the cost of shooting you down something like 1500 credits taking at leased half their earnings. So 1 or 2 hits is a perfect balance and is far from impunity since using an AT rifle makes you a large target since you only have a one shot or pistol to defend your self from automatic weapons. HE rounds, should do more to planes, specially reconplane's
  8. I assume your being sarcastic, AT rifles over powered if they where every one would carry one of those instead of rocket propelled ones. They do make short work of recon planes but for tanks the cost of operating one v/s dmg inflicted makes it one of the most underpowered anti tank weapons. (not saying they need more power they are just right for what they are intended for early tier lightly armoured vehicles) Also they been nerved already, one shot jeep kills can't be done and even recon planes most just being painted canvas and wood take more shots. One shot should disable the engine or kill the pilot for shooting off a limb or at leased severely damaging them still death of blood loss though. 😝Do agree that ammo could be changed, planes should land to reload bombs and tanks should return to main base to rearm and get the exact number of munitions that they where supplied with during ww2 that way AT caches could stop resupplying AT weapons, things need to be balanced after all🤐
  9. For vehicles they should allow upgrades for secondary weapons just like the primary weapons. This would make driver mg's cost a bit same as the bombs but it would allow for other type of munitions so you could take one large or a couple of smaller bombs change Mg's munitions.
  10. Ancolius

    Very poor connection

    It just depends, America is a large country so people can be far away from the server or be in rural areas. Could also be that you connect to the other side of the world, I've been pitched with people from New Zealand, Ukraine, Norway and Americans in the same match.
  11. It's to late for a new AT class, but removing AT weapons from tankers would make a good start. NO ranged AT attached to tanks and no ranged AT weapons for tankers. But many already bought those, Solution, Panzerfaust gets replaced with sub-machine gun or welding torch (fuel based so limited time only) Welding torch being the better option Panzerwurfmine replaced by artillery luger (See as a carbine 4 equipmentpoints) RPG-43 replaced by PPD-34 with stick magazine with the requirement of 5 equipmentpoints. S.T. Grenade No.74 replaced with Reising Model 55 with wire stock (requirement of 5 equipmentpoints.)
  12. Ancolius

    Hard limit on specialist

    They should make a change to the spawning but being wasteful isn't a problem the faster those spawntickets are depleted the faster it will be infantry only. But to solve A) C) and D) make tickets go down faster, spawn higher tier it takes more tickets. For example, M2A2 one ticket, M5A1 two and M24 three could be used for planes as well
  13. Yes, Silenced sub-machine guns. There on hold, but its something that would fit a recon class. More slots isn't good they would come to close to regular soldiers and removing the higher power scopes was something done to make the recon more special and to balance a bit. Another reason to have a separate binoculars for recon is that other functionalities could be added to them for example make a beam go in to the air instead of the current spotted icon giving a x/y position of the location or add distance to the spotting icon just like with capture points. Exactly, recons don't bring anything to the game that makes a huge difference for their team. They need gear to do that, specialized equipment to setup forward bases.
  14. Maybe because snipping don't earn as much and usually lose the game because they keep sitting on the mountain. The only way you would see an increase is when they reduce the sniping and become recon like intended. For that you need other equipment that would make being recon more interesting. The silenced subs are one of those, also some bino's that are equipment point free because it should be standard gear. If you want to make recon really interesting to use by generals you could also add a radio-deployable placed as a mine and works like a spawnpoint for a limited time (120seconds and long reloads) added as a pickup to scout vehicles.
  15. 9 and 10, Should start with making tier 1 vehicles cost 1 spawnticket, tier 2, two and tier 3 three. For tanks replace the panzerfaust with a Oxy-fuel weldingtorch to repair with. (fuel based so limited use only bit like the medkit) Also for classes that spawn in vehicles, no ranged AT