Papa wrote:
I've played around 2-3 hours on US Invasion, occasionally with other people. The most annoying thing I discovered is that greys have APC's. This is incredibly frustrating. Being of the lowest rank, I did not have access to the rocket launcher, and had to use frag grenades to clear the APC. Since frag grenades do far less damage now, this was a very difficult task. Especially considering that I was being attacked from all sides, as green's only base is surrounded. This only became easier after at least 2 hours of gameplay, when I unlocked the rocket launcher. Impact grenades didn't really help, because the lower range (Hand grenades can roll) meant having to get closer to the enemy APC, which was often a suicide mission.
Some ideas to fix this:
A. Allow any weapon to be picked up, and making weapon rank restrictions only apply for armory purchases. If players want a weapon of a higher rank they'll need to find it somewhere else (Perhaps a knife in the back of a high ranking officer?)
B. Let all ranks use faction's respective rocket launcher (Or maybe a very, very low rank)
C. Lower APC mobility and/or turret rotation speed. This will let players sneak up to them more easily and throw all the right grenades.
Those are just a few ideas, I'm sure there exist other solutions.
I've felt something of similar when playing single player campaign, but, call me crazy, I actually felt it was a positive thing. The APC actually made a difference.
I decided to run away a few times to stay alive or keep hiding from it when I happened to face it alone, which was nice, there are times when you shouldn't take the risk. The times I tried to get to it for takeover in the open only caused me to fail horribly, exactly how it should be. If you can get it distracted by other soldiers and still manage to stay hidden and close, you can succeed in the takeover and it feels great because you know it isn't easy always. Approaching from behind can be easier as the cannon won't hit you if you manage to get right behind it.. and you can jump in the rear department too.
The easiest way to deal with it is of course to face it together with bots at the main attack area and they'll kill it in a while, they usually have bazookas and nades.
I think the mechanic should stay mostly as it is. The initial low rank restricts you from doing certain stuff for a while, but it will eventually open up as increased possibilities to influence the battle and allow you to take a bigger role. If this requires you to not go all lonewolfy, that's great, you'll stay with the group in the beginning because the group has the stuff you can't have. Once you've "practiced" regular infantry fighting mechanics for half an hour, you get impact grenade (I find it great against vehicles), and you get bazooka at around first hour, assuming your XP rate is about similar to mine.
The single player campaign settings I'm adding for 0.93.1/0.94 also affect XP rate, so if you feel the game's too grindy in that aspect, you can just turn up the rate. I'm seeing it so that 1000 XP/h is about fine rate, and when you complete the ~9+2 maps (out of which 3 are still non-existing), you've played for 10 hours and reached 10k XP give or take. Those values have been derived from my way of playing, obviously tough to get it same or even close to same for everyone, but that's pretty much how the "hard" difficulty setting has been aligned to, which is what 0.93 campaign uses.
Online invasion is basically same, but it doesn't provide a similar challenge if there are more players in the game, even if there should be +8 enemy capacity per each player.