Guess its open to everyone now.
Your Gew98 sight is wrong, should be exactly the same style as the K98k when you look down the sights.
Stosstruppen shouldn't be on any maps prior to around 1916.
Why do NCOs not have a rifle?
Why are there no trench maps? All the maps seem very generic, very unenthralling, and the main reason I think is a complete lack of any form of WW1 trenches.
Agreed. The maps just feel bland and generic. Maybe you guys should just add a classic trench map? Just because the NCO's only carry pistols in the movies doesn't mean that it is the case IRL.
The NCO's only carry pistols to give them an alternative motive when playing. Eventually maps will not be easy at all to play, and it will require the use of each kits special attribute to make a successful gain. Squad leaders, in addition to playing the role of a mobile spawn point, will have the only binoculars in any kit, besides the sniper (random pick up kit) and the only smoke grenades, including visual cover smoke, and marker smoke. Using the squad leaders smoke grenades, and his unique ability to call in artillery coordinates, means those are his jobs. The pistol is for self defense, and the whistle only for show. This decision has less to do with historical accuracy, and more with game-play.
Similar examples are such as the Grenadiers, who will have long range rifle grenades that can be pretty accurate when aimed, clever use can have then taking out entrenched positions before an assault.
The rifleman kit is the only non-limited kit, and it is the most basic kit of all, Rifle and Bayonet, and it was our intention that it would be the primary kit on the field, and would be one of the most effective in hand to hand combat, because the bayonets are pre-attached and deploy quickly (based on kevs original design) All other kits would use shorter range, longer deployed hand weapons, such as boot knives and entrenchment tools.
Assault classes carry your standard rifle, but come with the addition of hand grenades, which means an assault in your squad would be the man at the front of the room and trench clearing operations.
Your medics of course are there to revive comrades, and the bleed time has actually been increased, because there are no bandages for the individual soldier, so we found that the wounded man needed more time to find a medic, or in the future, a medical stash or box. Medics have a pistol for self defense.
Your engineers will eventually be the work horses, being as it were the only kit with anti-personnel mines, and anti-vehicle mines, as well as wire cutters for eventual destroyable barbwire, and a number of tools for building and repairing trench assets.
These kits are designed for roles.
addition:
And as far as maps being generic are concerned, we have really had problems with this project because things keep showing up. Im only able to write this reply after a long ass day. Making maps with intricate trench systems like I want is a monumental task, and getting them to play right is even harder. Plus, Grafs original idea was early war, where trenches were not as heavily dug, maps like the Argonne and a few others are designed to represent battles where there were not a heavy presence of trenches involved.