In addition, the current narrow map makes it difficult to implement more content in the future
For example, in the human circuit, if your missile is launched and there is not enough space for you to maneuver, it will fly over the war zone, or crash into buildings
Or advanced SPH, where the map is too small, resulting in no way to use it at all, because the distance is too close, direct fire goes against the idea of use, and indirect fire does not have enough space
All reconnaissance Annihilation modes are limited to narrow points A, B, and C, which is too small
The giant Volocramsk map, or the original original large Kursk, would barely hold our increasingly powerful weapons in the future
Anti-radar missiles, man-in-the-loop vehicles, modern howitzers, active defense, reconnaissance/assisted laser targeting for small helicopters, modern battlefield mode with drones, and, as I was expecting, the infantry mode, like the April Fool’s event, we have a very good vehicle system, and if you add infantry, and the mechanics I mentioned earlier, the game becomes very rich.
But only if our map is made bigger, bigger, otherwise it will not be possible to accommodate our modern weapons
We are still playing WT using the World War II combat gameplay
I see, I don’t know too much of the history there, I kind assumed it was all British. Funny how development on the Harrier then circled back as an import to the source.
Can you give it a nudge. Jaguar Gr1A fair enough, but the Tornado Gr1 and Harrier Gr7 feel somewhat handicapped by this, especially as most at their respective BRs, even their direct equals, have Gen 2 or higher at the moment.
(also if the Tornado Gr4 leak is true, please for the love of god give it Litening III or a Gen 2 TIALD)
Without the right set-up, the full controls and cockpit view certainly handicap people. Also getting to see the aircraft in third person is rather satisfying.