As we run up to the launch of Update 8, we’re excited to introduce you to the beginning of our Engineer deployable upgrades.
Previously, the Engineer deployable array has been very lackluster (to say the least). Barbed wire provides nothing more functional than something to vault over and the most significant cover available was a small waist high sandbag wall. These were something that we wanted to get in as soon as possible when we initially released, but also something that we knew we’d come back to overhaul - rebuilding the logic behind them to better incorporate:
Cross-role dependency for working with another role to positively affect the flow of battle
Better integration of supplies as a resource
Visual consistency polish using the wrench to plan, hammer to build, FPP supply crates to drop
Actual functionality on the battlefield so that they’re appealing to build!
In Update 8 Engineers will have their deployable loadout altered to now include the Bunker and the Barricade.
There are significant differences in the way these are used that we’ll describe below now.
First, the Wrench is now best thought of as a planning tool - which the Engineer can use to plan the layout of the fortifications to be constructed. Once they’ve placed down the “ghost”, you’ll need two things:
A Hammer: Many roles now will find this added to their inventory to build the deployable
To construct your fortifications, simply build them up using the Hammer.
There are several things to note:
In order to complete building you’ll need to make sure you have the required number of Supplies within 50m.
You’ll find that our new Supply Trucks provide the perfect way of transporting the large number of Supplies that you’ll need to fortify a position.
The more players building a structure, the faster it will progress.
The enemy cannot see the ghost structures, so do not rely on them in a firefight!
Now, we get to the more exciting aspects of these structures.
We’ve worked hard to make sure that these structures not only visually integrate into all of our maps, but that they are also functional and useful. We felt that nobody would want to use them if we simply replaced old non-functional structures with new, more expensive non-functional structures! Each of these new ones offers a larger degree of cover, closed firing positions and the correct heights to deploy and conceal yourself in a number of positions.
In addition to their shape being functional, we’ve also incorporated the ability to continue to upgrade these structures. Initially you’ll build up the relatively cheap first stage of the structure. This one is thrown together quickly with wood - critically, it can be penetrated by high caliber rounds and destroyed by heavy weapons. It also offers the least amount of cover. From there, you can use additional Supplies to upgrade to level two - bolstering the existing wooden structure with impenetrable sandbags and making them slightly more impervious to heavy weapons. Finally, the most expensive and time consuming level - level 3 - will enclose the structure almost entirely and make it the most effective cover possible. It is important to note that we wanted to take the asymmetrical nature of the game further here - giving the Germans the ability to upgrade their structures to concrete - making them impervious to heavy weapons.
In order to remove enemy structures from the battlefield, we’ve introduced the Satchel Charge to both teams and multiple roles. Set the fuse length and attach the Satchel to the fortification to destroy it.
Be aware that each Engineer has a limit to the number of fortifications that they can build. This is both to give greater significance to the tactical choice made in where they are deployed, but also to allow us to keep a cap on network performance for the game.
Finally, this new system is very robust, in that we can now start to look at creating different levels of effectiveness for nearly every deployable in the game. Don’t be surprised to see Resource Nodes and Repair Stations expanded to have different levels with commensurate effectiveness added beyond Update 8. This of course, will also play a role when we add new ground emplacements such as flak positions etc.
We are currently investigating a mass LOST CONNECTION TO HOST issue some servers are experiencing. We are actively working with GSPs to understand and get this issue resolved, as quickly as possible.
Meanwhile we have begun some testing of additional servers, to give the community more options. We will look to provide further details of this after testing is complete.