Yeah this has been mentioned again and again. It is a 1000% known bug they are working on, it simply hasnt been worked in yet properly.
That steven, is a very good point. However, as I have shown not everyone can think that far ahead!
Also with people being generally lazy we may find others running to get the kills instead of blowing the point, I am grasping at straws here but i still find most to be a get kills first and blow point later in standard play so perhaps?
Don't crucify me here but perhaps an aftermarket or straight pull bolt of some sort would be a better name?
I do use such things for airsoft, again I know the action is totally different from a real rifle, however they must be some kind of similar thing. Even if the real life benefits are miniscule they could better justify the increased cycle speed?
I think the main thing here is nobody knows they can blow the cache by interacting with it.
Once the tutorial has been released we should hopefully see less people bothering to use their explosives on a safe objective.
If the fire that covers a LARGE area and lasts for 20 seconds that's as long as the gunship stays. I think the visuals of entire swaths of land being on fire would also be pretty cool.
Another idea was that a support option could be to call in dozens of higher altitude spotter drones that stay in the area for 30 seconds, and have any enemies spotted by the drones have a mortar (smaller....grenade sized explosions) called in on their position that lands within just a few seconds. This is more of an "active" denial like the choppers are so it could be what we're looking for.
I also think the IED drones need a full re-work...to be piloted by the Observer. They would be so much more SCARY and lethal if piloted by an actual player, instead of by that dumb AI
Agree Agree Agree! This sounds perfect tbh.
I also think that the time from being called in to happening needs a little shortening, in coop today I gave up entirely as it took ages for the strike to happen.