How about a linked cooldown? When you trow a grenade as Shocks, the smoke also goes on timer, and the other way around.
Same for Conscripts, molotov and the anti tank grenade on a linked timer.
Same for Obersolaten, ...
Its only change in Mod Tools!
Shock Troops
Conscripts
Linked cooldown
27 Jan 2015, 19:18 PM
#1
4
Posts: 1006
27 Jan 2015, 19:21 PM
#2
Posts: 1702
And why exactly... does it need to be like this?
27 Jan 2015, 19:25 PM
#3
4
Posts: 1006
And why exactly... does it need to be like this?
Shocks run into an MG, trow a smoke, crawl a bit forward and trow the grenade...
Conscripts can just trow Molotovs and Anti Tank grenade after eachother. Shouldnt there be a choice you make? When there is infantry and a vehicle you should think: Do I go for the vehicle, or for the infantry. Now you can just go for both...
27 Jan 2015, 19:30 PM
#4
2
Posts: 2181
are you going to tell us every bug fix that requires 1 line of code to change? If so prepare for a lot of threads
I like the ability to throw different grenades at the same time, looks cool and doesnt make sense to have nades on the same times
I like the ability to throw different grenades at the same time, looks cool and doesnt make sense to have nades on the same times
27 Jan 2015, 19:58 PM
#5
4
Posts: 1006
Goanna stop messing around with Mod Tools for multiplayer, makes me sad and depressed to be honest
27 Jan 2015, 20:35 PM
#6
Posts: 17914 | Subs: 8
Shocks run into an MG, trow a smoke, crawl a bit forward and trow the grenade...
Conscripts can just trow Molotovs and Anti Tank grenade after eachother. Shouldnt there be a choice you make? When there is infantry and a vehicle you should think: Do I go for the vehicle, or for the infantry. Now you can just go for both...
Since everything cost munis, there is your choice, correct allocation of that munis.
And it sounds extremely fun and balanced to have grens use rifle nade and being charged by flame M3 which they couldn't scratch at all, doesn't it?
27 Jan 2015, 21:08 PM
#7
4
Posts: 1006
Since everything cost munis, there is your choice, correct allocation of that munis.
And it sounds extremely fun and balanced to have grens use rifle nade and being charged by flame M3 which they couldn't scratch at all, doesn't it?
Thats the point, in that case you choose to use the faust on the M3.
27 Jan 2015, 21:41 PM
#8
Posts: 1802 | Subs: 1
Squads being able to wipe MGs while suppressed is a pain in the ass, but in needs a proper fix, not something like this.
27 Jan 2015, 21:51 PM
#9
Posts: 17914 | Subs: 8
Thats the point, in that case you choose to use the faust on the M3.
Except you can't, because you just used rnade and your squad was roasted to kill a couple of conscripts.
Read with comprehension please.
See how bad idea it is yet?
27 Jan 2015, 22:04 PM
#10
Posts: 204
Can you make it to were units cant us abilities while they are suppress? This would fix a lot, for MGS.
28 Jan 2015, 01:06 AM
#11
Posts: 8154 | Subs: 2
Can you make it to were units cant use abilities while they are suppress? This would fix a lot, for MGS.
And we just improved strafe planes by a huge margin. Theres a difference between not being able to cast an ability (pin) and reducing the range as it has been suggested for so long.
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