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USF: Move Rifleman AT rifle nade from vet1 to base upgrade

8 Sep 2020, 21:33 PM
#1
avatar of TomDRV

Posts: 112

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
8 Sep 2020, 22:57 PM
#2
avatar of Riley

Posts: 268

Yes, it should be available after the open T2 (Cpt or Lt), like volks faust.


If it is bought on the base it will be a nerf. USF are already paying to have grenades for the Riflemans.
9 Sep 2020, 01:36 AM
#3
avatar of FelixTHM

Posts: 503 | Subs: 1

jump backJump back to quoted post8 Sep 2020, 21:33 PMTomDRV
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.
9 Sep 2020, 02:22 AM
#4
avatar of CODGUY

Posts: 888

Just give it to them after LT or CPT. Good God, this faction already has had the worst tech tree of them all and snares are hard to come by for USF and UKF, but it seems like every Axis infantry unit gets it just because.
9 Sep 2020, 02:37 AM
#5
avatar of Taksin02

Posts: 148

how about 2nd snare that didn't need 6 secound to thrown it?

"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.
MMX
9 Sep 2020, 04:30 AM
#6
avatar of MMX

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.
9 Sep 2020, 10:42 AM
#7
avatar of Olekman
Modmaker Badge

Posts: 208

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.
9 Sep 2020, 11:26 AM
#8
avatar of TomDRV

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
9 Sep 2020, 11:37 AM
#9
avatar of WAAAGH2000

Posts: 732

Agree unlock after LT or CPT,or unlock after upgrade grenade,for Soviet Cons molotov maybe could free unlock after build T3?
9 Sep 2020, 14:11 PM
#10
avatar of thedarkarmadillo

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
9 Sep 2020, 14:13 PM
#11
avatar of achpawel

Posts: 1351

After major it sounds more than acceptable. Just logical to be there for lategame. LT or CPT would be too soon imo (but if both were researched it would be ok). They get the ability to have a tech free bazooka and can equip zooks on any unit, including "free" officers.
9 Sep 2020, 15:25 PM
#12
avatar of Mr. Someguy

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.
9 Sep 2020, 17:14 PM
#13
avatar of achpawel

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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