I would like to discus the current patterns with equipment and gear. Obviously the game is far from complete so this mostly applies to the current version and experimental and is feedback from my experience. Sources include random players that i have run into/interacted with, fought against, or looted. I would also like to encourage others to share and talk about their experiences and concerns as Conflict is still a developing mode and the more feedback the better.
The current system presents a decent amount of issues that affect the game as a whole. Some of these are annoying, some are frustrating, some affect your teams speed and quickness to start a round and could influence the game. I will try to keep things focused on armory and equipment but these mechanics often have impact on other systems mostly supply.
Initial spawning phase and gearing up. This is largely a player behavior and understanding issue. Right now players will strip off wherever they are and whatever they have, and then gear up. Often they will build the armory first without even a radio to trickle in supply. Most don't understand that you can deposit your gear to get supply back. Nor does this function work if the armory is full. Leading to further confusion. This leads to sacrificing most of the early game supply to the floor and the "first wave". Eventual cleanup will leave you little chance of getting a early start or Jeep/UAZ without cleaning up yourself or trying to reason with your team about how. Embracing player behavior by having an automatic deposit that is marked in front of the amoury, or clarifying systems would help here.
Explosives spam. Looking at a good amount of our comrades gear in the field often you see patterns. Most notable a grenade launcher and around 20 - 40 grenades. Grenades in general are a huge part of the game and that thump boom is a near constant on some of the bigger bases being fought over. Often it leads to easy knocks and kills with little challenge and if you go down you can just spawn back with another barrage. Increasing cost and weight would help or just having a limit depending on webbing.
RPG's and LAWs also are in a weird spot. Mostly the issue here is ammo availability and containers. The U.S. gets it worst here and get the simple solution of having 1 LAW to work with. Soviets have some choice but ultimately the best solution is a boulder bag and up to 5 rockets plus extra ammo and grenades. 5v1 doesn't feel great especially when you are flying as US. The RPG bags are rarely seen as they just hold less and as such are redundant. Solution here is easy, lock extra RPGs to the RPG bags. this limits the total amount floating around to 3+1 maximum and requires sacrifice of other gear to be full load. Give the US another 1 or two LAW's that can fit strapped on the ALICE bag with a significant cost which was common practice based on pictures from that era.
Default kit and utilizing classes. Is there any plans to have more then the current "G.I. Dan, Mobik Mikhail, and John D. Rambo " as spawning options? Supply is becoming more and more important. Not wasting 200+ on your custom RAMBO class should be an important decision especially if you are trying to spawn in a hot base or stop an attack. I utilize my default class all the time as a gun is a gun, but i doubt most do. Having the option to pick between some basic classes with different cost, much like in the current version of Combat Ops on experimental would be nice. This would also help reduce the cost on initial spawns as players would already have some of their preferred gear.
I really like the direction you guys are going with supply and attrition. But we could use some encouragement in regards to player behavior and encouraging more appropriate use of resources especially early on. Conflict is what a lot of us have been wanting since Arma 2 Warzone days. I believe it still needs a lot of work to really get "popular" but i think it has the potential and that is half the battle.