Something that provides line of side and the potential for forward reinforcement should not be free and/or spammable.
Either cap it to 1 on the field at a time, give it a substantial increase in cooldown time (say 2-3 mins) or make it cost 15 munitions per use.
If need be, increase its durability by giving it a bit of armor.
Pathfinder Beacons
20 Apr 2020, 03:34 AM
#1
![avatar of Serrith](/uploads/avatar/8327.jpg?updated=1450534590)
Posts: 783
20 Apr 2020, 03:37 AM
#2
![avatar of distrofio](/uploads/avatar/28836.png?updated=1537928242)
Posts: 2358
Agreed
20 Apr 2020, 03:54 AM
#3
![avatar of Aarotron](/uploads/avatar/22034.png?updated=1556798103)
Posts: 563
Isn't it limited to 3? Or do i remember it wrong?
20 Apr 2020, 04:00 AM
#4
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
![Senior Moderator Badge](/images/badges/badge_SENIOR_MODERATOR.png)
Posts: 8154 | Subs: 2
Just like with the Hetzer, i found this to be one of those: "It's not a balance issue but it awkward design wise" kind of things. More so when it's attach to utility rather than raw performance.
20 Apr 2020, 04:11 AM
#5
![avatar of CobaltX105](/uploads/avatar/22487.jpg?updated=1503243075)
Posts: 87
Isn't it limited to 3? Or do i remember it wrong?
No you're right, it is limited to 3. It also gives 0 line of sight, instead giving mini-map sight I think.
As for forward reinforcement, it can only do that with Paratroopers or squads composed of Paratrooper models. It's not a perfect process either, as your new squad members can actually be killed while dropping down, and are vulnerable for a second or two once they hit the ground and do their landing animation.
Anyway, this honestly feels really silly. Pathfinder Beacons are entirely utility tools that can't even be spammed and have never been an issue.
20 Apr 2020, 04:29 AM
#6
![avatar of ShadowLinkX37](/uploads/avatar/21439.jpg?updated=1478928830)
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Posts: 4183 | Subs: 4
They're also sight blockers even though they're super thin. Models won't shoot at things behind them if they're positioned correctly. Ideally I think that should go.
20 Apr 2020, 10:51 AM
#7
![avatar of thedarkarmadillo](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 5279
I don't really think the OP is an issue just by the nature of the commander. While muni thirsty a 15mu cost for the sake of a cost is a petty nerf that imo isn't really necessary. You are already paying for paths which are often regarded as not really worth it so I'd consider their ability as included in that price.
20 Apr 2020, 11:12 AM
#8
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
Plus, its forward reinforcement exclusively for one unit, that actually makes sense.
20 Apr 2020, 11:15 AM
#9
Posts: 3588 | Subs: 3
Something that provides line of side and the potential for forward reinforcement should not be free and/or spammable.
Cap it to 1 on the field at a time
Yes +1
20 Apr 2020, 11:16 AM
#10
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
Posts: 1614 | Subs: 3
Beacons are fine, at most they could let enemy infantry autofire on it.
20 Apr 2020, 17:18 PM
#11
![avatar of Serrith](/uploads/avatar/8327.jpg?updated=1450534590)
Posts: 783
The reinforcement isnt just limited to "one" unit, any weapon teams crewed by that unit can also reinforce. That on top of the ability to give early warning against flanks, detection around site blockers and mucking up pathfinding(no pun intended) around buildings warrants at least a lower cap on the number you can field.
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