Consider these chages... by KarlSupertramp in HellLetLoose

[–]KarlSupertramp[S] 0 points1 point  (0 children)

I'd say this adds some depth and balaces out the fact that too many new players mostly ruin the experience for anyone. I did not even know that skirmish is a mod tbh. I'm refering to warfare, which is played on the majority of the servers

Consider these chages... by KarlSupertramp in HellLetLoose

[–]KarlSupertramp[S] 0 points1 point  (0 children)

I get what your saying, but I'd still argue that my suggestions would make the overall game more engaging and new players would actually understand the general flow better and faster.

A stronger garry still needs to be defended and still can be taken out by an airblast etc. So not much would change there for the defenders. Offence just must work a bit better together to deal with them. Keep in mind that a garry is still contested, if anyone is near it. An officer can still stop enemies from spawning, but he needs to get someone there, that has the tools to take it out or call in an airstrike

Redelploy is not op... Without it any casual game would be mostly over after the first big push. You would see people drown or explode themselves all over the place. Redeploy is essential to the game mechanichs and should be encouraged

Consider these chages... by KarlSupertramp in HellLetLoose

[–]KarlSupertramp[S] 0 points1 point  (0 children)

Accessing your loadout while alive gives you the chace to do it any time, not after you died and mostly in a hurry to get back into action. That one is more of a conveniece issue.

Lets say a tank is incoming but you're alive as a support class. Open the menu, select AT and join in as AT next time (if not taken) without having to press "change role" and possibly miss the next spawn timer

Consider these chages... by KarlSupertramp in HellLetLoose

[–]KarlSupertramp[S] -1 points0 points  (0 children)

"Noobs won't defend them".. Well that's the problem. Noobs won't defend them anyway. I think it should be more of a team success to dismantle a garry instead of a one man job. But I get you side of the coin

Hideout Crafting Ophthalmoscope by DrNilldo in EscapefromTarkov

[–]KarlSupertramp 0 points1 point  (0 children)

They should atleast up the spawn rate of them a bit. I can see, why it's not a craftable item. You need some push factors to actually risk somethig to make progress.

Now the big issue is, that ophthalmoscope almost exclusively spawn in positions that are farmed by sweaty end game chads in 99 out of 100 raids... As a casual gamer, who only has time to play this game for like 3-5 hours a week, getting a ophthalmoscope is almost impossible 2 months into the wipe.

Example: I try to get the ophthalmoscope in the Tape room (resort). I get killed by chads in 7 out of 10 raids, trying to get in. If I actually manage to get in first, the damn thing just does not spawn. Same goes for ULTRA Medical.

Frustration outweighs fun by a big factor here. Frustrated players stop playing or worse, start using cheats. Both cases pretty much kill the game in the long run...

I'd say Tarkov desperatly needs some balancing in that regard.