Adjust Medic XP, Kill Zones, and Balance for Enhanced Gameplay Flow
Medic xp / kill zone changes / balance
1: medics / medic xp. (Not to sound narcissistic) I am one of the best players in the game and practically any time I get out fragged is because I have a medic spam healing the team for xp even in the worst situations possible. I believe that the medic revive xp should be 1/2 of what it is now (100->50) because 1 revive is not as impactful as 1 kill, if you don't agree with me here is an example: if I get an entire squad wipe (all 4 players) I would get the same rewards as a medic that just spam revives their teammates just for them to die instantly, this should not be equal rewards for worse performance. Then my point about fiend medics (aka medics who will revive you in the worst situations possible) I have a deep distain for said ppl because they hurt the team more than help. for example: I have had medics say that they don't care that it is a terrible situation and they only want xp or someone I told repeatedly to not revive me dose anyways or in your. Fiend medics s*** for everyone that gets revived by them because they have to wait the entire death timer again. so in all my solutions to the medic problems is 1/2 the medic xp per revive and make a 5 second (just needs to be a couple seconds) timer that the revived player has to live for the medic to get xp.
2: Many of the kill zones are not restrictive enough for some attack/defense sides all of the places that should be changed are
A: Bridge in Siberia for defense way too easy to first point the attackers and can spawn camp attackers HQ
B: counter weight on mauituina (3rd area giant block) for attackers it is way too easy to spawn camp the defense HQ
3: Balance changes. Some of the guns still feel too powerful / too weak
A: The Klav, (I know y’all are look at it but this is my suggestion) the recoil should be brought down to 87, accuracy down to 84, and damage down to 30 (this is with the vert grip and compensator IDK the base stats)
B: The C-TAC, 75m is way too short and too easy of a shot it should be increased to somewhere above 125m to keep it from bing too easy hit someone
C: the AWN, as the starting sniper it should feel better to use so it should have an extremely high muzzle velocity and almost no bullet drop (basically just a hit scan)
D: The dragonov, it incentivizes bad snipers who just spam bullets until one hits. So the time between bullets should be increased slightly (still less than before yall buffed it)
E: basically all of the SMG’s they all underperform all of the AR’s at all ranges which in turn makes less engi players which makes vehicles more powerful than they should be in a match. IDK what to do for them but they just need buffs.
F: C4, there just needs to be a radius nerf thats all
G: Grenades same thing just a radius nerf
H: The grenade launcher, it feels very underwhelming compared to the C4 it fells like you have to hit the person dead on to get the kill, and the velocity is too low. So the explosion radius should be expanded a little and the bullet velocity should also be increased but in turn the time between shots should be increased to keep it from bing too powerful.
4: Also one last thing Play testers. I know this game is still in early access but play testers will help to catch bad balance changes before they happen and to see if there are bugs + it lets the most enthusiastic people in the community help the game succeed.