Speed bonus =/= sprint
Infantry with Tactical Movement run much faster.
Sorry. Its +1 speed. From 3 to 4 so its 1.33 instead.
My bad. That really changes everything. Perfectly balanced…
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Speed bonus =/= sprint
Infantry with Tactical Movement run much faster.
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Sorry. Its +1 speed. From 3 to 4 so its 1.33 instead.
Yea I'm not sure the 0.13 speed of tac movement really offsets the 3x as long duration,
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It does not give +1 speed, it gives +1 posture_speed. So a higher speed "level" with a predetermined/standardised speed increase. Tactical Movement increases infantry movement speed from around 3.5 standard (barely able to keep up with a Tiger II at 3.8 speed) to around 5.6 (barely being able to keep up with a Brummbar at 5.7 speed). Around a 50% increase; probably a straight 1.5 because I had to guess the speed values. More than double RS' 1.2 movement speed bonus.
Tactical Movement isn't a very good comparison anyway because it's a meh ability. It's mostly just there to balance out some commanders.
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It does not give +1 speed, it gives +1 posture_speed. So a higher speed "level" with a predetermined/standardised speed increase. Tactical Movement increases infantry movement speed from around 3.5 standard (barely able to keep up with a Tiger II at 3.8 speed) to around 5.6 (barely being able to keep up with a Brummbar at 5.7 speed). Around a 50% increase; probably a straight 1.5 because I had to guess the speed values. More than double RS' 1.2 movement speed bonus.
Tactical Movement isn't a very good comparison anyway because it's a meh ability. It's mostly just there to balance out some commanders.
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My recommendation is to just remove the speed boost during combat (or have a very short window during combat and normal effect outside of combat). I never liked relying on the minimap/tacmap to begin with, glancing at unit icons for alerts if they were ambushed or taking huge sudden bursts of dmg (grenades). (Looking at you commandoes and shocks/smg inf hiding behind LOS blockers). By the time you see those units on the minimap it's way way too late and you need to have that unit selected NOW!
EDIT: Also applies to Falls ambushing and them sending you gift baskets to the face. As a general rule, I dislike any mechanic/ability which incentivises blobbing(lol USF)and Radio Silence during combat does that :/
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Tactical Movement isn't really a useful point of comparison just because of how weak it is. (also you forgot tactical movement is CP2 vs the CP0 of radio silence)
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I'd actually say tac movement is balanced. For the cost of oorah twice your whole infantry army sprints, and machine guns too. The ability isn't flashy, but it's not bad at all-the commanders it's in on the other hand....
I haven't played the commander in ages, how much does the usf smoke/sprint combo from that ranger commander cost?
Really it does highlight how OP radio silence is (the tactical movement that is)
But funny enough, if the movement types were swapped, so that the Ostheer one was the sprint but not sprint allowing them to fire on the move (keeping in mind that grens are ass on the move, pios are ass at range and really you only need to worry about pgrens) and if radio silence had proper sprint both abilities would be much more in line with one another
The big ugly of okw having a fire on the move speed boost is they can have stgs on quite literally their entire infantry force... Stgs that are good on the move meaning it's disgusting with synergy. Ost would not present such a problem.
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Tactical Movement is a pretty weak ability in my mind. Mass sprinting just isn't really useful to most factions, but especially Ostheer. I usually only care about a single squad getting in range to throw the snare or beating a squad to a house. It doesn't really help chase down fleeing squads, and rapidly closing distance isn't beneficial to a long range focused faction.
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Oorah! - 15 munitions, 10s duration
Tactical Movement - 40 munitions, 20s duration
Cover to Cover - 60 munitions, 20s duration
Tactical Movement is a pretty weak ability in my mind. Mass sprinting just isn't really useful to most factions, but especially Ostheer. I usually only care about a single squad getting in range to throw the snare or beating a squad to a house. It doesn't really help chase down fleeing squads, and rapidly closing distance isn't beneficial to a long range focused faction.
Cover to Cover works because it provides smoke cover and the faction is based on closing and maneuvering. Oorah works because it only affects a single squad that benefits from snaring and flanking. Tactical Movement..doesn't really gel with the faction at all.