Mobile Assault Regiment in the patch it replaces Advanced Cover Combat.
ok tnx
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Mobile Assault Regiment in the patch it replaces Advanced Cover Combat.
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wait, from which commander are those Raid IS available? Or did I miss something?
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I think advanced emplacements regiment is not a good commander. Mostly because I don’t like emplacements, and because it’s so one dimensional.
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While they're an interesting idea, it still amounts to another ninja nerf because these are not available until 1 CP. In most games you'll need your core infantry before then, at least in 4v4. Maybe they're a better unit in 1v1. If these are 1 CP, Assault Grens should be also.
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Soviet already got a mg bunker in the beta so i dont see the reason why ukf cant have one. "asymmetric" is a very poor excuse just like saying ukf dont need light infantry cause they have sections and sniper so they they can grip on the lame raid section.
On the other hand, The British mg bunker is the best looking bunker in the game to me. I will delete emplacement from tommy to have that bunker, the 50% built time penalty and sapper being in t1 already make building emplacement by tommy very redundant.
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Another thing is that the mortar team dont come back to lend lease assault, which leave a hole again in the early game bo compare to the original version of lend lease. The aim is to give the Commander some late game off map but if the trade off is losing one out of two reason to pick the Commander from the beginning then it is simply not worth.
On the off map it self, strafing support basically turn lend lease into a worse version of vanguard with less scaling infantry (ass sections vs commando) and worse late game armour (vanguard have the croc). Back then when i heard that some off map with be add to the Commander, i was hoping that it will be some artillery like precision barrage from emplacement regiment, or better make a 155 clone for the theme (British did use 155mm long tom gun provided by the us). Being able to counter howitzer will make the Commander way more attractive in all mode, but now we have a half-vanguard Commander and no more mobile indirect for early game.
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Although I don't overly like the current implementation of Raid Sections: I don't really see any reason they shouldnt be CP0. Other "mainline" doctrinal infantry choices are CP0, do Raid sections actually provide any esoteric functionality that makes their delaying necessary?
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Although I don't overly like the current implementation of Raid Sections: I don't really see any reason they shouldnt be CP0. Other "mainline" doctrinal infantry choices are CP0, do Raid sections actually provide any esoteric functionality that makes their delaying necessary?
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Yes, they are superior to the mainline infatry having more durability and DPS, no cover restriction, free weapons upgrade/grenades.
They also allow UKF to rush to T3 and get tank out without having to invest anything in infatry tech yet have access to all of it (bolster/grenades/weapons).
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You could always lock grenades/sprint/whatever behind Tier 1 and start them on cooldown (or make them buildable) so that the squad isn't too oppressive at CP0. I feel like CP0 Raid Sections are the only way that you can make them work in a doctrine that also has Commandos.
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CP 0 raid section are simply OP regardless of commandos or which will probably see little action if one spams RS anyway.Where is the problem, they simply can be balanced around their timing. Multiple doctrinal units come at CP0 either buildable or as a call-in on cooldown. They are balanced at their timing too.
The unit and commander has issues but further buffing one of the most popular commanders by giving access to 5 men section at CP will not fix any of the all these problems.
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