More QOL Changes
8 Mar 2021, 22:13 PM
#1
![avatar of TheObersoldatenThatC](/images/avatars/obersoldaten.png?updated=1414778167)
Posts: 62
Some ideas for QOL changes in the future feel free to add more. Buildings and half-tracks should show the reinforcement radius since some vet half-tracks are able to expand the reinforce radius and allow for reinforcement efficiency when exiting the base. The second QOL I propose is mainly for Wehr where squads when picking up abandoned crew weapons with 3 men tend to all be absorbed into the support weapon. Squads should not be fully absorbed when at 3 men and should leave one man still not part of the crew weapon. Any more or feedback would be appreciated.
8 Mar 2021, 22:42 PM
#2
![avatar of Pip](/images/no_av.png)
Posts: 1594
I don't see much reason for the Reinforce Radius not being displayed, you could even put it on a toggle if there's some argument for it being potentially distracting.
The second suggestion is more of a buff than a QoL change, though it buffs SOV and OST, but not really USF, OKW, and UKF as much (Except in cases where you kill a model from a squad already taken down to four men JUST as they try to capture a team weapon)
The second suggestion is more of a buff than a QoL change, though it buffs SOV and OST, but not really USF, OKW, and UKF as much (Except in cases where you kill a model from a squad already taken down to four men JUST as they try to capture a team weapon)
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