Thats already partially covered by either spotting or using binocs. The tracking really wouldnt work so well either, you'd like to have info on the tanks you cant see and those never drive around unrepaired. Oh and screw stunning players. Thats a really bad idea, especially in a mobility game like empires.
how i see stun in empires: to the stunned it looks like you die, a counter counts down or you get "revived" and then you revive, if you "respawn" you dont waste a ticket and re-spawn instantly. to everyone else it looks like he proned with a graphic to show he is stunned. the scout does not get kill point until someone kills the guy stunned.
it would force them to work together, track squads that are attacking etc instead of just lonewolfing.
I found the stun grenade effect from call of duty pretty good at disabling the target while still giving him some maneuverability, if you ever get into thinking up a stun weapon (or a conc rework), keep it in mind. It basically slightly blinds you and drastically reduces movement and aiming speed for a couple of seconds.
You just discovered "team play reward conditioning" it would still be useful if they dont work together, they would still be able to stun people when they are doing their lone wolfing but they better get the points from something else then killing people... unless they doubletap with pistol ofc
If they never actually participate in the teamwork and reap its benefits, then they never get the feedback to condition them to work in that manner. The urge to quit a game that you're losing is strong enough to catch most players long before they randomly happen across a teamwork situation.
Im of the conviction that game mechanics are pens and players are cows, you want to have the pens only cover the area that is enjoyable to play without frustrating other players.
Keep in mind I also think that heavies are too fast, grenadiers too versatile, and rounds too short. You shouldn't balance around me.
I have to say, I'm not really feeling it on engys and scouts having second pistol. It just feels way off, for them to have that much firepower.
is this the thread where the rant about NFHR goes in? it totally breaks immersion. it once was a great weapon (not the recent patches though, but its model alone made up for that) now its just a bad choke.
Guns need to feel heavier, sound deadlier, and be able to kill multiple enemies with full auto from a single magazine. Bullets should send copious amounts of debris from material impacts that takes some time to dissipate. They also need to be more audible as they whiz past you in a firefight. Shotguns are weird.
So... Every player should have giant pulsating laser rifles? Working on those flyby sounds, but the game isn't playing nice with them.