USF: Move Rifleman AT rifle nade from vet1 to base upgrade
Posts: 112
I think losing a rifle squad mid-late game is too punishing if you have your own armour on the field because USF tanks rely so heavily on mobility and snaring enemy armour to survive.
This change won't effect early or mid game so much, but will make it easier for a USF player to know that they have a for-sure snare capable unit they can build and position in front of their fragile tanks.
Hopefully giving USF a less hectic and micro-heavy late game.
Should be bundled into the existing base grenade upgrade for no extra cost
Posts: 268
If it is bought on the base it will be a nerf. USF are already paying to have grenades for the Riflemans.
Posts: 503 | Subs: 1
As title.
I think losing a rifle squad mid-late game is too punishing if you have your own armour on the field because USF tanks rely so heavily on mobility and snaring enemy armour to survive.
This change won't effect early or mid game so much, but will make it easier for a USF player to know that they have a for-sure snare capable unit they can build and position in front of their fragile tanks.
Hopefully giving USF a less hectic and micro-heavy late game.
Should be bundled into the existing base grenade upgrade for no extra cost
I don't think it should be a "move". It would be strictly a nerf since it's free at vet 1. It would be better if nade tech unlocks AT nade at vet 0, while vet 1 still gets it for free.
Posts: 888
Posts: 148
"Stiky bomb" Sov AT-nade animation , sticking like an AT satchel , 3 second fuse time
same range / damage as Sov AT nade.
all techs required + shared cooldown with the riflenade snare.
Posts: 999 | Subs: 1
I don't think it should be a "move". It would be strictly a nerf since it's free at vet 1. It would be better if nade tech unlocks AT nade at vet 0, while vet 1 still gets it for free.
best option by far i think. you could get it at any stage of the game bundled with regular nades as a nice bonus and would still be able to bypass sideteching for it if you really can't squeeze in the 100 mp / 20 (?) fu.
Posts: 208
Posts: 112
I recall that last Winter Patch someone proposed that AT Rifle Grenade would unlock for Riflemen regardless of their vet level after producing a Major as a part of "T4 passive bonuses" design that's going on, similar to how Mobilize Reserves unlocks on all Conscripts after building Soviet T4. I think that's a good way of doing it that wouldn't affect balance too much.
That sounds good
Posts: 731
Posts: 5279
I don't think it should be a "move". It would be strictly a nerf since it's free at vet 1. It would be better if nade tech unlocks AT nade at vet 0, while vet 1 still gets it for free.
Yea I suggested something similar a ways back seems like the best solution
Posts: 1351
Posts: 4928
I don't think it should be a "move". It would be strictly a nerf since it's free at vet 1. It would be better if nade tech unlocks AT nade at vet 0, while vet 1 still gets it for free.
Agreed with this, leave them as a Vet 1 ability until the Major arrives at which point they become an automatic global unlock. This preserves their uniqueness in the early game and through the light vehicle phase, but guarantees you will have snares available during the late stages of the game when you're fighting medium and heavy tanks.
Posts: 1351
Agreed with this, leave them as a Vet 1 ability until the Major arrives at which point they become an automatic global unlock. This preserves their uniqueness in the early game and through the light vehicle phase, but guarantees you will have snares available during the late stages of the game when you're fighting medium and heavy tanks.
Yep
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