If we’re talking about QOL, I have a couple small suggestions, I really don’t want to bring in historical issues into this report and let’s be honest, developers don’t either, it’s a can of worms that’s too long to discuss here SO:
- Make vehicles with retractable launchers able to retract them manually
And I don’t mean just the new SAM systems added to the game or Shturm/Khrizantema, I also mean vehicles with dedicated spike launchers, we’ve seen it’s possible to retract them in the game from the Eitan IFV, all it takes from the developer is to create a keybind to make a world of difference. Because currently launchers double if not triple some vehicle’s vertical sillhouette and act like shot traps which, let’s be honest, they wouldn’t and shouldn’t be in real life, so being able to become that bit sneakier would mean a lot to the few that enjoy these types of vehicles.
Imagine: You start peeking out the ridge, get an HE into your turret, your entire launcher and gun ammunition burn out, there is only one point in the middle to rearm, you don’t have a resupply box, that player has no choice but to forfeit what’s basically an undamaged vehicle ONLY because the launcher was poking out before he was even given the opportunity to see the enemy. That’s an oversight on the developer’s part.
I am not sure if I should include it but some BR changes would be welcome, For example
- moving Tor-M1 and HQ-17 one BR level lower, to 11.0 and 11.3 respectively
This may seem questionable but hear me out, this allows Chinese players to actually have a competitive AA at 11.0 without having to get uptiered into 12.3 matches and get absolutely annihilated.
This also allows you to create a synergy between it and the T-90A in the Russia tech tree while foldering it with 2S6, Realistically it only buffs China by simply giving them a way to fight back, nothing more, nothing less. A player shouldn’t have to choose whether he can support his team with AA or with tanks, he should be able to do both. Basically look for synergy loadouts and balance accordingly so no single nation has to choose between being versatile or competent.
This will seem controversial to many,
- Folder the top tier vehicles by the same criteria you used to in lower tier.
What this means is that you’d folder vehicles if all they had were only minor changes that don’t change that vehicles gameplay in a major way, The best examples are the APS equipped MBT versions, because realistically we already grinded our way to that tank, you’d want us to grind for 500k RP for an identical tank with a new module? The change doesn’t get any more minor than that and being forced into grinding something you already have is tedious and unrewarding.
Some examples: SEPv2 and SEPv2 (Trophy), T-90M and T-90M (Arena-M), VT-4 and VT-4A1, BO105PAH and BO105PAH A1, All israeli top tier IFV’s (Only minor armor/mobility improvements and even then it’s always trade-offs, not straight buffs, perfectly fitting under foldering criteria)
While we’re on the topic of helicopters, PLEASE make them grindeable, reduce the RP requirements on both the helicopter and their modules and generally make them more rewarding to play, currently the rewards in both Arcade and Realistic are so minimal it takes over a hundred games to even get a flak jacket, and with current AA systems where a single launch from a helicopter means immediate death, it’s basically grinded EXCLUSIVELY through GE. I know this sounds like a good thing to the developers but for the players it really isn’t.
Lastly,
- Bigger maps
Most armaments added at this point outrange the entire map multiple times even if we include the airspace, sometimes by a factor of x10 in some very specific scenarios, that should definitely not happen. This already creates problems as players starting point is already not just in the effective range of AA systems, but also in their no-escape range. So BEFORE those problems exacerbate further, adding bigger maps would seriously make the game more fun, and frankly, more realistic as some tanks have advantages only at much higher ranges, such as barrel-launched ATGM’s.
This problem stems primarily from the fact that the game transitioned from WW2 to modern, and modern simply operates on a completely different scale than WW2, so as the vehicles evolved, so should the maps.