Riflemen snares
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Sounds like a very logic and fair solution for USF, but I doubt that rifleman really need a 'free' buff.
it would come late enough it would be more like a faction QOL than a rifle buff imo. could tie it to the grenade tech as well as the major. probably need a small vet 1 change tho (pulling something from another level of vet so vet 3 is the same but vet 1 isnt barren late game?)
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This could mean that when Major is unlocked, the snare could be shot faster at vet 1 instead of being unlocked at vet 1. So getting vet 1 on a new squad after the Major could just be a small improvement to a very slow snare.
thats a good change. would it apply always or only after the major is unlocked? might be tricky that way tbh
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thats a good change. would it apply always or only after the major is unlocked? might be tricky that way tbh
Well my idea is:
Before Major is first purchased: no snares at vet 0, snares at vet 1
After Major is first purchased: Snares at vet 0, faster snare animation at vet 1
I guess balance team could make it slightly different I dunno
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Well my idea is:
Before Major is first purchased: no snares at vet 0, snares at vet 1
After Major is first purchased: Snares at vet 0, faster snare animation at vet 1
I guess balance team could make it slightly different I dunno
im not sure if its possible to shift around vet bonuses like that though
what im thinking might be required would be:
vet 1 gives snares and increased animation speed (even if its like 1%)
then major removes the vet requirment for the snare and buffs the modifier for the increased animation speed so that it is actually noticeable as im unsure if they can make vet change depending on other variable. know what i mean?
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im not sure if its possible to shift around vet bonuses like that though
what im thinking might be required would be:
vet 1 gives snares and increased animation speed (even if its like 1%)
then major removes the vet requirment for the snare and buffs the modifier for the increased animation speed so that it is actually noticeable as im unsure if they can make vet change depending on other variable. know what i mean?
I never tried to shift bonuses around, but if it is possible I would like it.
Vet1-requirement for snar -> major removes requirements
Maybe Vet1 reduces cool-down instead of animation? Or maybe change the hole look of US flare, so it looks more like in CoH1, I really liked the mechanic of timer. ^^
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As i said before, there is no need for ninja buffs for riflemen
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Faster snare animation is definitely a buff. Mayor unlocking snares at vet0 is a QOL change indeed.
As i said before, there is no need for ninja buffs for riflemen
Giving a basic feature with a specific utility is a "ninja buff" to you?
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Faster snare animation is definitely a buff. Mayor unlocking snares at vet0 is a QOL change indeed.
As i said before, there is no need for ninja buffs for riflemen
Riflemen snares are already pretty awful. Making the whole thing 10-20% faster shouldn’t make that much of a difference.
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Giving a basic feature with a specific utility is a "ninja buff" to you?
I doubt you understand the meaning of basic feature. By your standards every allied unit is trash
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Worst comes to worst, adding bazookas grants bare minimum AT capability and faster veterancy versus vehicles.
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Beside, I would like to see some AT-freeze (like shock nade, but for tanks) for german Geballte. That would bring in some spirit or the AT role of this weapon.
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