Enhancements for Realism, Class Roles, and Quality of Life in Combat
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Additions I think would suit the game best:
- Addition of more realistic/interactive reloads. (Eg, being able to slap the side of the M4 to charge it, not needing to rack the charge back after reloading an lmg that isn't empty, etc)
- Medic changes: healing specialist should also decrease cooldown on stim gun and time taken for stim gun to fully heal target (relative to cooldown) (0.5 - 1 second decrease), remove accessibility to rifles (medics should be less independent, controversial change, yes I know)
- Engineer changes: saboteur should also increase vehicle damage, mechanic should decrease repair time OR ignore saboteur effect, addition of access to rifles (engineers should be more independent, also controversial, yes I know), buff anti air launcher by decreasing time taken for launcher to lock on, buff XP gain by buffing: repair (3x increase, damaged (1.5x increase) and destroyed vehicle (2x increase), engineer has been h*** to level up due to minimal exclusive, good xp gain and is also very map exclusive due to some maps/game modes not having vehicles available at all times. (Tunnel, Rush)
- Scout changes: over 125 meters, all snipers should 1 shot, this range gets buffed when using the weapons: AWM and C-TAC, this range gets buffed to 75 meters (JUST BUFF THE AWM IN GENERAL, I BEG YOU, IT S**** SO BAD ðŸ˜), buff XP gain by: beacon spawn (2x), spotted assist (3x), Long range elimination (Accessible by all classes, however, xp heavily nerfed for all classes except for scout, which remains the same), if I called engineer a living h*** to level up, this is satan incarnate.
- Smaller QOL changes: visual borders for points (visible from afar) or inaccessible areas (visible when you get close), being able to toggle useful UI such as health or compass onto a visible interface that is available at all times, extended mag nerf (-1 mag reserve), extended mag visuals, addition of drum mag (-2 mag reserve/only 1 mag in reserve). Supporter skins working on magnum (I know you're probably working on this already but just a heads up), addition of a minimap that is visible on the non-dominant hand wrist
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