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FEEDBACK - 1.35 RPAT changes #6539


GOPHUR
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Please give feedback on the following changes.

  • more atp burn for heavy weapons
  • walk only when weapon loaded
  • change weapon loading to:
    • weapon comes unloaded
    • player must 'r' to load weapon
    • player cannot sprint while weapon loaded
    • weapon does not auto-reload when fired

    [*]Do we need a HUD indicator that the weapon is loaded?

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Why make a HUD option for when weapon is loaded? When the obviousness that you are walking at a snails pace would indicate it is loaded.

Also, make reloading only possible while immobile, and increase loading times realistically. As well as adding adjustable sights to schreck, and PIAT if realistic. Bazooka i dont think has adjustable sights.

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  • 1 month later...

I like everything and looks balance.

Good that you guys kept the 4 rounds and only allow running with loaded RPAT but not sprinting, the ATP burn seems also right about 1/3 of the normal infantry.

Bad stuff needs tuning:

The messages from" not loaded" or "you need load the round" happens too often and with every click where the statement is not true the messages begin to queue and keep showing even after you reload and the statement is true.

Ideally the click sound from the message should only appear on a new message when the screen is clear of any.

You only need to stop half a second to reload

The other thing that was already on the 1.34 is that for you to reload the round you only need to stop half a second & click on reload key and after that you can resume running even loading the Round, so the reloading should immobilize the player.

I believe more changes for RPATs should only be done after the feedback of these ingame, because the 10 RPATs per brigade are already working & looking great and now there is a time on the battle where tanks are more free to play their role.

In terms of the RPATs on my limited offline testing seems to be everything alright.

Edited by fxmkorp
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