Login

russian armor

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.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

567 users are online: 1 member and 566 guests
8kbetycom
2 posts in the last 24h
10 posts in the last week
29 posts in the last month
Registered members: 50048
Welcome our newest member, 8kbetycom
Most online: 2043 users on 29 Oct 2023, 01:04 AM