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Best solution might be to further refine the QRF Ghosts, and give one of their teams shields and crowd control gear, while the other gets heavy weapons?
Currently, I love the PMC squad, but just having that one NVG option available is my biggest complaint. Maybe making the standard QRF guys just have that one NVG, but the actual elite PMC "Ghosts" having the higher quality ones?
If I could specify NVGs to only be usable with certain headgear options, I'd have them introduced for the helmets only some time ago.
But now as SSI and better enemies become more prevalent, maybe it is indeed time to upgrade their NVG options.
♥♥♥♥♥♥♥♥♥? That quick. I was thinking this will be months down the line lol. Thanks. I'll have to test them out this weekend. If I find any bugs or anything, I'll let you know, but good thing I had saved up battle honors for PMC
I also do not like the idea of starting with a gimped squad that turns overpowered once most doctrines are unlocked, rather have a balanced squad from start to end.
Most of the contractors have the transition to sidearm as an innate skill from the get go (I know this isn''t mentioned anywhere :) )
Equipment costs could definitely go up a bit, I had a hard time on deciding costs, so I made most of the stuff relatively cheap to enable players to utilize the fun stuff as soon as possible. But the sense of progression suffers from it indeed. I also feel especially Advap ammo became my go-to loadout over time with SSI and armored enemies in general becoming more prevalent.
The extended vest/SAPI is indeed too heavy to suit the fast paced PMC theme, but you're right it would fit best to Weaver and Oz if any.
I get a few requests now and then for a mid tier helmet and will probably add one in the next weeks (high cut?).
For QRF, they were created as a very (very) basic unit just to fill up the ranks when the mod was initially created (with just 4 contractors back then), so yes, they could be fleshed out even more. Personally I don't really see them with eastern block weaponry/as local assets, but I'll consider the other suggestions, especially loadout for the 4 different elements. Do you have detailed suggestions for their weaponry? I agree with the general direction of the loadouts. Will need some time to dig into it though.
If you have more inoput, always welcome.
I also see you modded in some new weapons. I don't have enough real-life weapon knowledge to suggest new & fitting modded weapons so I'll just go off vanilla weapons. Of course altering them when appropriate so they're not unlocked right away.
Equipment and unlocks I looked at from a completely fresh game.
Possibly limited primary weapon suppressor access across the board?
Shield:
SMG/PDW focus, broader selection of sidearms to compliment shield usage. Shotgun + heavy armor as an alternative.
Disruption:
Weapon selection adheres to mostly western rifles. Their unique utility does plenty to make them unique. doubled down on with non-lethal equipment availability
Rifle:
A team focused on supplementing the team with heavier weapons platforms to provide overwatch & fire superiority. Rilfe access is spread around to both disruption & ordnance teams so you can field x8 rifle guys if needed. Thereby making the original rifle theme obsolete. M4 with mk262 access as a BH unlock for something special & universal.
Ordnance:
Weapon selection adheres to mostly western rifles. Their unique utility does plenty to make them unique. doubled down through lethal equipment availability.
Awesome stuff on the helmet! I'm still holding out a bit for your bigger update before hopping back into DK2.