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Cross-Class Progression for Attachments and Weapon Accessory Points System

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on November 15, '25
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These are all minor gripes. This game is currently a 8.5/10 for me, but im sure it will work its way up to a 10 as full release nears. I’ve been LOVING this game so far. The gunplay is really polished and the combat is satisfying/rewarding. The game is really balanced and while everyone will go back and forth on “oh nerf/buff the vehicles” they have their counter. I want to see this game succeed. Weapon/attachment progression is unfair. On standalone especially, hard sessions in VR s**** due to standing, battery life, etc. Grinding isn’t satisfying, and but grindy progression for dedicated players can exist in other ways. Problem 1: The most annoying thing to me personally is how the attachments don’t move between classes, rendering using a gun for that class unsatisfactory and grindy. I unlocked all of the attachments for the m4 striker on assault, and then when I unlocked on medic I didn’t even want to play with it cause I didn’t have any attachments. If I wanted to use that gun, I might as well just go play assault. Solution 1: Either make progress accelerated if you already have the attachment unlocked, or just go the easy route and make the attachments you already have unlocked automatically unlocked, with progression shared between classes. This is a lot more casual friendly, and I’ve found I (on average) unlock the next 2 guns for my class by the time I finish the attachments for 1 gun. Problem 2: The progression system is unfair to more ‘supportive’ players. I don’t have a problem getting kills, but it feels like medics/snipers are unfairly punished for not getting kills as much. (Obviously sniper is a WIP cause it’s kinda a terrible class rn but you get the point, it doesn’t get kills). Solution 2: Progression points system for weapon accessories. Kills give 1. Make assists give .5 towards weapon progression (to help snipers especially, since they often body shot but can’t finish the kill), revives give .5 or .75 towards weapon progression. You could even award .25 or .5 for teammates spawning on sniper’s beacon thingy. Obviously some rebalancing of the costs to unlocking weapons would need to be done, but 300ish kills per weapon is a s***** amount when not everyone is a fragger. Overall problems: Starting out without any attachments feels miserable and it’s really hard to get the first 10 kills to get a scope. It disincentivizes trying new weapons. The above systems would remedy it, so I won’t linger. Sniping feels rng based, like the bullets don’t go where they feeeel like they should (yes I’ve accounted for bullet drop). I’m understand your already looking into this so I won’t linger here either. Kind of hard to fix this in a quick manner, but the close range guns don’t feel like they have a place in the game right now. It’s a very mid-range dominant game. This is less due to the mid range guns being better than everything else (although the snipers do need something better), and more due to the maps favoring them better. A few rush sites are viable, but overall they’re not guns I like using, especially without a laser (they’re really hard to aim otherwise). I do want to use them, and kills with them feel good, but I want to use them more. Maybe a close range map? Or a rework to add more “inside” areas (like A site being an office building, for instance, with little to no windows to prevent people farming through windows the whole game), therefore creating more close range opportunities? RANDOM SUGGESTION: If you want a grindy kill system to keep dedicated players engaged, tie kill to weapon specific skins on a per class basis, so while all of your attachments might be unlocked from a different class, you won’t have the cool skin from your assault class, incentivizing a grind to those who want it. Summary: Variety keeps the game fun and the player base alive. Making the game too grindy for unlocks prevents that variety. Thanks for reading!

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