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Project 'Close Combat' Tech Tree Explanation
Junell replied to logrouacidskor's topic in Reto Reference Regiment
IMO melee weapons should be grouped into "fast stabber", "slow stabber", "one handed whacker", "two handed slasher", etc. All small knives should have identical stats, and the same for all one handed hammers/clubs/beer bottles... That way melee weapons could act as the default competition and event prize. -
For new players the tanker speciality maps is a harder and slower, MUCH slower, way to rank up. In assaults you pit your starter tank vs. better lights, sometimes better meds, with the possibility to take out a few vehicles and the occational recon plane. In the tank game mode you allways have to fight better meds, TDs and HTs. Ranking up requires you to do damage and kill stuff. For new players that's much easier in assaults than in the tank game mode. New players should avoid the tank game mode alltogether.
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Equip all new soldiers with HS. Reverse the stats so HSG is weakest and bronze the most powerful. That way new players get more protection, while gradually losing it as they play and rank up. Most vets also get a larger game advantage from 5% than new players get from the full 15. Make both kills and caps also count towards ribbon progression to avoid static gameplay.
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My preferred waste of gold would be gold-only-weapons. Or shiny new gold only vehicles. Use existing stats, but new looks. Clan/squad functions could all be unlocked by gold. For example by giving gold to the clan in addition to the player for the first game each day. Clans could spend that gold to purchase various features, like raise the amount of players in the clan, number of active clan orders, clan uniforms, emblems, skins, etc. Fast forward to a large and cool clan by spending money.
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Tanks are generally reducing a teams chance to win a game. But as new tankers need to play assaults to rank up, and there are relatively few assaults with tanks, it's only logical that you get a lot of tanks in those game. Players don't misunderstand anything. They just want to play the classes available.
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Capture & Hold [Tanks] Gameplay is getting far too toxic.
Junell replied to Joseph_Muray's topic in General
Any new players should avoid this game mode. Period. It is designed to disfavor new players. If you want to level up a tanker it's much faster to do so in regular assaults. Pretty stupid, I know. -
Air defense for the US
Junell replied to Z-Gott_mit_Uns-Z's topic in Action Game Feedback & Suggestions
Why would you want that? Dedicated AA guns should be the obvious choise against planes. Plus other planes of course. Not hand held single shot anti tank rifles. Even LMGs should be better at taking down planes than AT rifles. -
Air defense for the US
Junell replied to Z-Gott_mit_Uns-Z's topic in Action Game Feedback & Suggestions
The solution is to reduce the effectiveness of AT rifles against planes, not to make them a even more preferable anti air gun. -
A lot of effort would be the AI and a new map. Maps are supposedly so much work that we only get one every other year or so. They spent a lot of time on the AI and to make a new map, then won't spend time making more than one battle setup for staged or make it playable in war. Pitting new players in crappy lights against players in mediums and heavy tanks results in a weird paradox. If you want to rank up a tanker, then you should avoid the tank game mode. Not making the game mode playable in war makes it uninteresting for clans and a lot of veteran players. So. Currently we have a game mode that veterans don't want to play and newbies shouldn't play.
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Flamethrower? Why make novelty weapons before another set of normal high tier guns? Or carbines? Or recon rifles? Or the silenced recon SMGs? Or the AT trucks? Or attack aircrafts? Or bombers? Or the last three recon vehicles? Or more AA trucks? To be clear. I want flamethrowers. But why not finish the countless things that you already have proposed first? And again. Roadmap? Flamethrowers are just another whim. Why not make a plan?
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Fixed it.
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Are there still not battles for light vs. light only? It is so strange that reto puts a lot of effort in to launch a new game mode, then can't be bothered to tweak it to make it playable for most players.
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Still hoping to find a normal roadmap somwhere in the development overview. Or is it on hold? I can't seem to find it there either.
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But would you consider making other recon vs recon game modes on the existing maps? I guess that would be less time consuming, or at least pull more of the hours from a different resource pool. Capture the flag on the skirmish maps would be a nice way to go. Or is the there need for a massive rework to make the maps function without cap zones?
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I wish we could get a proper roadmap with actual plans for this game. Not this overview of which of Retos whims that are currently in effect.