I wouldn't mind rifleman smoke being free. That would be awesome.
+1 Or at the very least halved in cost. Smoke is so necessary with new MG42 that it can turn into a significant Muni sink in an otherwise already Muni hungry faction.
Posts: 1890 | Subs: 1
I wouldn't mind rifleman smoke being free. That would be awesome.
Posts: 372
Oh boy, its a neo nazi conspiracy huhu right guys? RIGHT!?!?!
Posts: 152
Posts: 59
Posts: 392
I had a crazy idea when sitting around staring at the ceiling at work that the USF weapon rack pickups would add abilities to the units that pick them up, somewhat justifying their mediocrity. Implementing this would require stripping RE's of volley fire.
1. BAR would grant units the "Suppressing Fire" ability and the time until suppressed would depend on the amount of BAR's on the squad.
2. The Bazooka would grant the "Fire White Phosphorous Rocket" ability (yes, they existed). This would fire one or two rockets (depending on the amount of 'zooks in the squad). It would provide a nondoctrinal pseudo-flamethrower/building clearer/static weapon team disruptor to a faction that badly needs some more diversity.
3. The 1919 would provide the same suppressing fire/slow ability that paratroopers have as defensive stance is generally agreed to be too good.
Note that all of these would require munitions, thus hopefully balancing them somewhat while allowing usf to fight infantry battles without the massive reliance on vehicles.
Let me know if I'm completely crazy or not.
Posts: 1116 | Subs: 1
Permanently BannedPosts: 114
another idea i would like to pitch in is making the MU cost for the smoke grenade ability for the riflemen free because since axis can now pump out MGs a lot faster. concealment is absolutely paramount when facing against that kind of firepower but it is useless within the first 5 minutes of the game because you can't afford it. keep the cool down as it is of course but just make the specific ability free. in matches against human opponents i've seen axis players bring in 2 MGs(uberwagons included) making an easy shutdown for USF since they lack MGs of their own early game
Posts: 114
i love the ideas but really,their abilitys should cost munition??? they already paid for a mediocore weapon and unlocked it with fuel and mp and have other things to use munition(like the AT GUN).they should be free with a reasonable cooldown and give those weapons value for their cost
Posts: 1891
Oh boy, its a neo nazi conspiracy huhu right guys? RIGHT!?!?!
Posts: 372
Posts: 114
If the abilities were free, it would be horribly OP. I envisioned them with muni costs so that you couldn't really spam them without investment. In real life, armies need to build up a surplus of supplies before heavy combat, thus it would make sense to float ~200 muni once you acquire these weapons in order to get the maximum effect during a big push on an axis strongpoint.
Posts: 5
75 | |||||
44 | |||||
29 | |||||
156 | |||||
24 | |||||
13 | |||||
4 | |||||
3 | |||||
2 | |||||
1 |