dtacs wrote:Whilst I agree with you on all points, there is no viable alternative. Nobody wants to medivac a soldier that took a single hit which would take upwards of half an hour.
Do you propose any legit changes to the problems you listed above?
Deviation from shifting point of aim removed.
Max deviation drastically reduced on all ARs, pistols, SMGs etc (greater variation between weapons here too - weapons with foregrips should have less for example).
Some kind of code implemented to stop jack-in-the-boxing with LMGs (which is a bigger problem than dolphin diving has been for a long time).
Support weapons retain large deviation penalties when not deployed correctly.
Point of aim penalties reduced on support weapons.
Mouse slowing increased on deployed LMGs, sniper rifles and deployed DMRs.
Recoil deviation reduced on LMGs proportionate to their weight and caliber.
Coax weapons deviation removed.
Ground vehicles now accelerate more slowly. Max speeds increased to compensate.
All fighting vehicles no longer respawn when destroyed. Transport and logistics vehicles do.
Damage radius on grenades increased again.
Suppression reworked so that larger caliber weapons suppress a wider area.
Suppression time increased.
Suppression is now cumulative. Shots falling in the range will add time to the effect. (hardcoded, could possibly be coded around).
Suppression triggers a camerabone animation to simulate flinching (hardcoded afaik, this is spitballing).
Suppression now drains sprint bar (final wishlist one that's hardcoded).
Medics now spawn with substantially more epipens.
Epipen animation much longer before firing.
Revives no longer revive the person, instead they stop you losing a ticket for the death and having your spawn time increase.
Spawn time increase for unrevived deaths from 2 second penalty to 5 second penalty.
Base spawn time 30 seconds for defending factions, 20 for attacking factions.
Most maps generally much smaller.
Fewer assets per map.
Fog all but removed.
Concept of map changed to a command map.
Symbols are replaced by NATO task graphics in accordance with publically accessible US FMs.
Enemy spotted symbols removed except for FoBs and a single generic enemy symbol.
No unit positions including your own are shown on map.
Maps replaced with topo maps in accordance with the ones someone made a while ago for a suggestion thread.
AAS scrapped as the staple game mode.
New game modes: Attack and Defence, Counter-Attack, Meeting Engagement.
AAD pits a defending team that can't recap points but has strong situational advantages.
CA is like the old CA, differs from AAD in that defenders get less of an advantage until the counterattack ticker drops and can start recapping.
ME is like current AAS.
Randomised spawns default ofc.
Intelligence system completely removed from INS.
Objective is now only 2 caches that are present all map, spawn parameters tightened for them.
Insurgents get spawns all over the city that can be destroyed (hopefully the Al Basrah bug won't rear it's head).
Huge nerf to the Sapper class.
ROE buff to the Civilian class.
Collaborator kept as a seperate class to civilians, gets a pistol.
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If I wracked my brain really hard I'm sure I could think of more, these are just the ones that came to me. But yes, I put a lot of thought into where PR could stand to improve and how to do it over the years.
If any of the points don't make sense I'd be happy to explain the intended gameplay effect.