There should be pistol only game mode modifiers for this. I get super annoyed when I see a teammate intentionally reducing our team's combat effectiveness. I understand that a lot of players like pistols, so allowing them to have their own place to do handguns only games could make everyone happy.
This also happens with explosives, which makes window-clipping suicides way more likely than they should be.
When the mod kit releases, I'll be remaking my old Insurgency ruleset.
Namely, when a counterattack happens, bots can only contest it, but not capture.
So, you can leave the bowl of death, get good overwatch, and the team must kill all bots before moving on.
The counterattack on things like Hideout H as Insurgents makes my blood boil. There is no reason to force players to defend an indefensible point in view of the enemy spawn, it's not tactical, it's not fun, it's not conducive to the kind of gameplay players want.
If a knife kill isn't instant, a door shouldn't be either.
Or, add a tiny melee door as an unlockable 1 hit kill weapon.
Bots need to slow down, suppress more, react to you killing their teammates, and have less wallhack/aimbot powers. I'm tired of getting killed by a bot tracking me through the wall, it's absurd.
The only difference is the place of the magazines/shotgun shells.
Those in the videos have special holsters on their belly and the soldiers have magazine pouches on the front of their chest ( 6 or 8 pouches )
Therefore it could be maximum 1 second slower for a trained soldier
A couple issues:
- Insurgents won't be this well trained.
- These are range reloads, in real life it's a lot more frantic.
- Not all US soldiers are trained to this level
- Reloads being too fast eliminate the only chance for a break in fire, causing gameplay issues
Maybe a "speedball" ruleset could be added for people who want to lone wolf and zip everyone with full auto, but I think the reloads add a tactical and teamplay element that is beneficial to the game.
Yeah teams need a LOT more cohesion to make PVP enjoyable for me. The lack of coordination makes it a random death festival, and works against any sort of tactical gameplay.
Yeah, but it's an accurate personal attack
If we get the mod kit.....
and it allows game rules modifications.....
I have like six modes that I'm going to add.
I was talking about the upcoming release and reset on a stream recently, and we realized the experience reset is going to cause a problem I've not heard mentioned yet.
I don't care about having any sort of carry over for cosmetics sake, but we need to have a way to show who has experience from the beta, versus new players.
As an example, if we all are level 1, it's hard to tell what player knows the maps and mechanics well enough to follow.
So, that player can explain himself on voice comms, but there's no way for new players to be able to see who might have an idea what to do, versus the mass of new post-release players who just started at the same time.
Maybe some sort of "brevet" rank or something just to show "this person was in alpha/beta" during the first months of release, so that we can have a better idea who knows the game and which players may need more guidance?