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Balance Forum General Poll II

23 Feb 2020, 15:09 PM
#21
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post23 Feb 2020, 15:06 PMLago


Huh. I thought it lost it.

Or is it just the rate it gains XP that gets throttled?

Maybe you could give Minesweepers +25% or so XP with a sweeper instead to offset the reduced damage output?
and/or sweeper for C.E/Pionner could provide XP for structures that have a cost.
23 Feb 2020, 15:10 PM
#22
avatar of Lago

Posts: 3260

jump backJump back to quoted post23 Feb 2020, 15:09 PMVipper
and/or sweeper for C.E/Pionner could provide XP for structures that have a cost.


I kinda feel like that'd just encourage spamming more bunkers to vet your engineers.
23 Feb 2020, 15:15 PM
#23
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post23 Feb 2020, 15:10 PMLago


I kinda feel like that'd just encourage spamming more bunkers to vet your engineers.

Paying 150/60 munition to gain veterancy on pioneer does not sound a a recipe for success and your opponent will get more XP for destroying them.

On the other UKF/USF can slap a weapon for the just for munition cost...
23 Feb 2020, 15:25 PM
#24
avatar of Lago

Posts: 3260

jump backJump back to quoted post23 Feb 2020, 15:15 PMVipper
Paying 150/60 munition to gain veterancy on pioneer does not sound a a recipe for success and your opponent will get more XP for destroying them.


If it's not a viable way to vet your engineers, why add it?
23 Feb 2020, 15:54 PM
#25
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post23 Feb 2020, 15:25 PMLago


If it's not a viable way to vet your engineers, why add it?
I did not say it was not viable I said that spamming bunker will probably not help win. On the other hand once upgrading with sweepers collecting some XP from base buildings, bunker, mines and other structures would help.

Actually years ago I had pointed out that engineer should have 2 different paths combat oriented with weapons upgrades and slower repair rates and "support" oriented (once sweeper have been upgrade that take all weapon slots) with alternative ways of gaining veterancy (that could include lower XP value).
24 Feb 2020, 21:11 PM
#26
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post23 Feb 2020, 15:25 PMLago


If it's not a viable way to vet your engineers, why add it?

It doesnt have to abusable to be viable.

However it may snowball a bit for commanders that allow mainline infamtry to build things
24 Feb 2020, 21:14 PM
#27
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post23 Feb 2020, 15:25 PMLago


If it's not a viable way to vet your engineers, why add it?


Cause every little bit of XP gain helps when you're talking about a squad as cheap as pios?

Engineers should get XP for doing engineer things. Placing something like barbed wire obviously shouldn't count, but would be cool for other things
24 Feb 2020, 21:35 PM
#28
avatar of Serrith

Posts: 783

I dont like the idea of additional activities producing vet. Itll be either be abusable or unusable and will probably favor different factions. If there are issues vetting up specific squads, reduce vet requirements or increase vet gain after being upgraded.
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