In game there is a number of defensive and offensive abilities like:
Assault and Hold
For Mother Russia!
Valiant Assault
Officer Charge
Assault
For the Fatherland
Hold the Line!
Offensive abilities currently boost DPS while defensive one currently boost RA.
Imo it would be worth testing actually swapping the effects of these abilities.
Reasons:
Offensive abilities allow blob to attack HMG frontally killing the gunners and to wipe squad on retreat, while defensive abilities are not very helpful once the enemy blob closes in.
By having RA bonuses moved to offensive abilities player will sustain less casualties during approach but will not obliterate defended in strong positions.
By having DPS bonuses in defensive abilities enemy unit will take more casualties on approach.
Defensive and offensive Auras
6 Nov 2019, 17:17 PM
#1
Posts: 13496 | Subs: 1
6 Nov 2019, 18:41 PM
#2
Posts: 8154 | Subs: 2
Offensive:
It would be a boost towards units which excel on CQC and grenades, while a nerf on the opposite.
Defensive:
It would be counterproductive to the nature of the ability. You are doing more damage to opposing force, but you will get dislodge faster from a point.
If your plan is to hold a point, for as much as you can, this produces the opposite effect.
It would be a boost towards units which excel on CQC and grenades, while a nerf on the opposite.
Defensive:
It would be counterproductive to the nature of the ability. You are doing more damage to opposing force, but you will get dislodge faster from a point.
If your plan is to hold a point, for as much as you can, this produces the opposite effect.
6 Nov 2019, 18:42 PM
#3
Posts: 2358
The best defense is a good attack...
6 Nov 2019, 18:50 PM
#4
Posts: 8154 | Subs: 2
The best defense is a good attack...
A good attack wins you a game, a good defense wins you a tournament.
Not sure what is the point. If that was the case, you would only build snipers to hold a point.
6 Nov 2019, 19:04 PM
#5
Posts: 1614 | Subs: 3
A good attack wins you a game, a good defense wins you a tournament.
Just wait for vonivan to win the tourney.
7 Nov 2019, 01:22 AM
#6
Posts: 2358
A good attack wins you a game, a good defense wins you a tournament.
Not sure what is the point. If that was the case, you would only build snipers to hold a point.
Well said
I just remembered that phrase and I wanted to share it. Somehow what OP says is related to it.
7 Nov 2019, 07:07 AM
#7
Posts: 999 | Subs: 1
so, to sum it up you want offensive abilities to, counter-intuitively, grant a boost to defense and vice versa, because it currently makes it too easy to wipe stuff when attacking? not to be nitpicking, but the quality of your balance proposals has kind of hit an all time low recently, vipper.
7 Nov 2019, 09:40 AM
#8
Posts: 13496 | Subs: 1
Offensive:
It would be a boost towards units which excel on CQC and grenades, while a nerf on the opposite.
So less A moving long range expert Blobs and that is a good thing. Many units accuracy goes so high with the current system that they can ignore some the cover bonus target size reduction.
For instance a vet Penal squad with mother Russia has 114 accuracy at max range and 165 accuracy at range 16.
Defensive:
It would be counterproductive to the nature of the ability. You are doing more damage to opposing force, but you will get dislodge faster from a point.
If your plan is to hold a point, for as much as you can, this produces the opposite effect.
If the opponent uses focus fire or comes close enough you will be dislodge from your position anyway, point here that if you fail to stop an enemy blob you will at least punish more for blobbing.
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