absolutely correct. reload bonuses from abilities and vet only affect the actual 'reload' part of the firing delay.
MMX, does the hitbox of infantey always apply the highest damage? Or whatever is closest to center? Any idea?
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absolutely correct. reload bonuses from abilities and vet only affect the actual 'reload' part of the firing delay.
Posts: 919
absolutely correct. reload bonuses from abilities and vet only affect the actual 'reload' part of the firing delay.
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Well, the mod team say no to a stock land mattress, so it have to be made with what we got.
Say, if Ro.E can have a rework, since just swap them to t0 wont be attractive enough. As i already suggest giving them rifles, how about give them a rifle grenade upgrade, (lee enfield rifle grenade animation do exist and look very nice)
Ofc, this rifle grenade shouldn't auto attack to not become another annoying case like echelon. Instead they will have a smoke launcher ability and a barrage ability that fire 3-4 grenade. This can be a pretty handy way to offer a mobile smoke dispenser and garrison clearing tool for the faction.
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MMX, does the hitbox of infantey always apply the highest damage? Or whatever is closest to center? Any idea?
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Now THAT would be neat. Crutching on snipers is the worst, especially with new changes.
A review of pop costs may be needed as 2 engineers will be a bare minimum.
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It already has the smallest unit roster and it is further cut down by the tech tree.
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UKF has 30 different units. OKW has 28, Ostheer has 31 and Soviets and USF have 33.
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The refusal to consider bringing in doctrinal units or change Brit upgrades more or less makes it impossible to make them an interesting faction.
It already has the smallest unit roster and it is further cut down by the tech tree.
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Not sure what your point is. If it comes down to builds, I agree that UKF is a bit bland because of they are missing the indirect and a second LV, so their tech is quite predictable (especially in the current meta).
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UKF has 30 different units. OKW has 28, Ostheer has 31 and Soviets and USF have 33.
UKF has 10 standard stock units (11 with medic squad) + 2 side tech ones + 2 emplacements (mortar pit and 17 pdr)
Most commanders give you 1-2 doctrinal units as well
Soviets have 11 units in T2 builds, 14 with T1.
USF with one officer tech has 9 units (plus ambulance and the officer) or 12 if everything is teched (+2 officers)
OKW has 11/14 depending if you want to have full tech (+1 for the KT on full tech)
Only Ostheer has a lot more with 15 if you go for full tech.
Not sure what your point is. If it comes down to builds, I agree that UKF is a bit bland because of they are missing the indirect and a second LV, so their tech is quite predictable (especially in the current meta). On the other hand all faction except for Ostheer usually go 3-4 mainlines +2-3 support weapons on the infantry part.
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Not everyone needs to have everything in their stock roster down to the last detail. Some armies need doctrines for certain classes of units such as Rocket Artillery for the UKF.
That's fine, the factions are supposed to be asymmetrical. That's what commanders are there for. If anyone likes playing UKF with Rocket Artillery they can select the Mobile Assault Regiment.
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Doctrines should give elite units or alternate units. They shouldn't fill a complete gap.
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Only if the faction is not designed to have superior unit exactly because it has gaps in roster. If you want USF to have the same tools as Ostheer then riflemen should be toned down to grenadier level, Stuart to 222 level and so on...
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USF has no gaps in its roster. I took USF as an example for doctrinal alternate/superior units although they already have inferior stock units for it. Thats how it should be. So I don't understand your comment.
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Only if the faction is not designed to have superior unit exactly because it has gaps in roster.
If you want UKF to have the same tools as Ostheer then Infantry sections should be toned down to grenadier level, AEC to 222 level and so on...
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