Isonzo
Feedback: Weapon Restrickions
why? im not even being salty about it just why? like some roles ok i can understand it others though dont make any sense.

15/15 riflemens can use rifle nades if they want but only 2/4 snipers can have scopes? whats the point in having 4 marksmen then? if its a blance related thing. honesty give me one job or role i could do as a marksmen that doesnt go for long range kills. like what are they good at aside from that, that no other role does better. whats the point? why not say if your ment to only have two functional snipers on one team at any given time, then lock the role to two, instead of the weapons to two. its just wasted space for a team to pick marksmen and have no real edge or role in doing so.

awlful game design.

like if theres something im missing and their acttualy really good at something that only they can do regradless of the weapon. i would love to know what that is. because honestly it just seems like a MASSIVE lack of foresight to me. 100% needs to be changed in one way or another either go all in on the idea of 2 snipers and lock the role to 2 people can be marksmen, or remove the restrickions of only two can have scopes. it simply doesnt make sense in a logic point of veiw, or a gameplay point of veiw.
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Showing 1-6 of 6 comments
Otacon 22 Nov @ 3:27pm 
Marksman are not supposed to be snipers. Scopes are restricted to 1 by default, and 1 locked behind the level 20 challenge. Marksman are riflemen who have a different skillset. They have a perk which allows them to cycle and reload faster than other roles, whilst also having access to a secondary pistol. The only other role that can have a sidearm is the Engineer, and they're locked to only one revolver. They're meant to be buffed up riflemen who are more capable of specializing in different roles.
Sure, they can snipe. But they can also act as offensive troops with faster weapon handling, or as defensive troops with less suppression taken when shot at (though this isn't very useful in my experience.). I can't recall all of the Marksman perks, but these are the ones that come off the top of my head.

Also, I believe Rifle Grenades are restricted to only 2-5 per side.
Last edited by Otacon; 22 Nov @ 3:29pm
Only 4 rifleman can use rifle grenades.

Plus, the 2 extra slots can be for people who want to use a rifle + pistol, or for people like me who use the unique rifles. The Werndl and Vetterli 1870, which have the highest damage of any rifle, and the mannlicher-schönauer, which is quick and uses stripper clips.
Last edited by Novice_Hunter; 22 Nov @ 3:31pm
Otacon 22 Nov @ 3:34pm 
Originally posted by Novice_Hunter:
Only 4 rifleman can use rifle grenades.

Plus, the 2 extra slots can be for people who want to use a rifle + pistol, or for people like me who use the unique rifles. The Werndl and Vetterli 1870, which have the highest damage of any rifle, and the mannlicher-schönauer, which is quick and uses stripper clips.
I like using the Werndl, I own one irl.
And tbf, the rifleman does have the M.13 and M.14 rifles, which also use stripper clips.
Correct me if I'm wrong, I haven't played in a long while.
Originally posted by Otacon:
Marksman are not supposed to be snipers. Scopes are restricted to 1 by default, and 1 locked behind the level 20 challenge. Marksman are riflemen who have a different skillset. They have a perk which allows them to cycle and reload faster than other roles, whilst also having access to a secondary pistol. The only other role that can have a sidearm is the Engineer, and they're locked to only one revolver. They're meant to be buffed up riflemen who are more capable of specializing in different roles.
Sure, they can snipe. But they can also act as offensive troops with faster weapon handling, or as defensive troops with less suppression taken when shot at (though this isn't very useful in my experience.). I can't recall all of the Marksman perks, but these are the ones that come off the top of my head.

Also, I believe Rifle Grenades are restricted to only 2-5 per side.
well maybe i havent noticed the rifle nade thing in my games i seemd to always be free to use them when ever.

but thats besides the point. no if your saying there ment to be a jack of all trades role in the form of combat. why pick that when you take assault or riflemen witch at least from how i see it. are objectively better at, well.. getting to the objective. no one will think to take the "marksmen" role to push. when you think of a marksmen, you think of someone that takes their time and sets them selfs up for easy kills and fast get aways. much like a sniper. though doesnt have to be a sniper but given that they dont really have tools to support that. they just have a buffer in the form of a hand gun. that doesnt make me as a player want to pick that role if its so limited on a.) how useful they can be.

or b.) what tools i have access too.

like here let me put it to you this way.

the rifle man has nades for days.

the officer has call ins that changes the flow of the war.

engi's are defensive and about building a safer fall back point.

mountaineers are supports for the officer and or spotters

assault is the only class with access too full auto weapons. making them a massive game changer on the battlefeild.

but if your telling me the role you guys intended for the marksmen was " eh i thought it would be cool to have a 2nd riflemen but this one has a rifle AND a pistole instead of nades" and that was it? well holy crap no wonder I see very few people pick marksmen, thats useless. you made a role that argueably does the same job worse then if you just picked riflemen or assault.
Marksman, in its current form, is a pretty powerful class, even if you don't use the scope. The "scout" perk is basically a permanent mountaineer bugle's buff, which means that the marksman dominates at medium and long range on both offense and defence while holding its own pretty well at shorter ranges. Plus, the pistol offers a backup if you are caught with your pants down.

However, despite that, it is poorly implemented. The role of the class can be boiled down to "Rifleman +" which is not a great game design decision. Each class should feel distinct from one another and have a viable niche on the battlefield. It was achieved in Tannenberg and Verdun, so it can be achieved here.

Main issues are:
-That marksman is not a military specialisation, but an award. Any soldier could earn this during their service regardless of their branch of service or specialisation (you had and still have marksmen cooks or marksmen machine-gunners). It is therefore a class void of any realistic founding principles, something the devs are adamant about for some reasons.
-That marksman completely steals the show for the rifleman class. The game description of rifleman (especially the part "vitally important to both take and hold ground") is what a marksman can do, plus its own description when getting the scope.
-That rifleman is a very weak class with no discernable niche in the first place. The rifle grenades are irrelevant cheese tools and its support abilities downright laughable. People play this class either out of ignorance or to exploit the "support" abilities for their own gains (I do not count unique rifles as a valid enough excuse, tho the graben-mauser is a true force multiplier). Don't get me started on the "making the bulk of the fighting force part" when there's 25 slots of the other, vastly superior specialists, for a team with a player limit of 24...
-That snipers should have spotting equipment and camouflage. They are not just good shots.

solutions are simple: make the rifleman better with improved rifle grenades and strong perks, reduce the number of specialist so that at least 6 players have to play rifleman and merge marksman with either mountaineer or rifleman.
Originally posted by Gordon_Delacroix:
Marksman, in its current form, is a pretty powerful class, even if you don't use the scope. The "scout" perk is basically a permanent mountaineer bugle's buff, which means that the marksman dominates at medium and long range on both offense and defence while holding its own pretty well at shorter ranges. Plus, the pistol offers a backup if you are caught with your pants down.

However, despite that, it is poorly implemented. The role of the class can be boiled down to "Rifleman +" which is not a great game design decision. Each class should feel distinct from one another and have a viable niche on the battlefield. It was achieved in Tannenberg and Verdun, so it can be achieved here.

Main issues are:
-That marksman is not a military specialisation, but an award. Any soldier could earn this during their service regardless of their branch of service or specialisation (you had and still have marksmen cooks or marksmen machine-gunners). It is therefore a class void of any realistic founding principles, something the devs are adamant about for some reasons.
-That marksman completely steals the show for the rifleman class. The game description of rifleman (especially the part "vitally important to both take and hold ground") is what a marksman can do, plus its own description when getting the scope.
-That rifleman is a very weak class with no discernable niche in the first place. The rifle grenades are irrelevant cheese tools and its support abilities downright laughable. People play this class either out of ignorance or to exploit the "support" abilities for their own gains (I do not count unique rifles as a valid enough excuse, tho the graben-mauser is a true force multiplier). Don't get me started on the "making the bulk of the fighting force part" when there's 25 slots of the other, vastly superior specialists, for a team with a player limit of 24...
-That snipers should have spotting equipment and camouflage. They are not just good shots.

solutions are simple: make the rifleman better with improved rifle grenades and strong perks, reduce the number of specialist so that at least 6 players have to play rifleman and merge marksman with either mountaineer or rifleman.
these are also great ideas
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