Intell Bulletins needs to change
Posts: 306
Personally, I want a redesign of the way Intell Bulletins work.
Throw passives into the intell bulletins, make them able to customize your army. ZIs can go here. Ambush Camo... Stun grenades. SOMETHING, ANYTHING!
The current system is absolutely stupid. 3% reload on my fucking conscripts? Are you kidding me? Let me be able to have my engineers camo in cover for fucks sake. It shouldn't take a COMMANDER to tell you how to camo, you could do that anywhere if you've read the manual.
Now I know the argument against this would be balance.
First of all, these things are fucking meaningless. If they don't mean anything in the first place, then there is absolutely no harm experimenting and dicking around with them.
Second, anything would need balancing, these would just be a secondary asset to the main commander abilities. If we don't try anything new, then perfection would already have been achieved and relic could've just left the game in the balanced state before WFA without adding new content.
What do you guys think?
Personally I want this useless feature to change, but I know relic would take a metric fuck ton of time to redesign something that was here since the base game.
tldr;
Bulletins should not involve stats, but instead provide utility so they can't be stacked. Thereby giving useful abilities, passives, or equipment instead of STAT BOOSTS (Big or small).
Posts: 270 | Subs: 1
Imagine seeing a really cool bulletin but there was no way at all for you to get it except to play the lottery and grind all day waiting for it to drop.
Posts: 836 | Subs: 5
On the other hand, it's more like coho.
Yeah, Intel bulletins kinda suck right now. Make them too strong and suddenly we experience coho levels of bullshit where units roles change entirely and become unbalanced.
Memories of blue stacked army items buffing m10s and Shermans with 25 percent health and speed and whatnot in conjunction with God mode field repairs.
Zis camo being an Intel bulletin is a coop idea though.
Posts: 306
On one hand, it's more like coho.
On the other hand, it's more like coho.
Yeah, Intel bulletins kinda suck right now. Make them too strong and suddenly we experience coho levels of bullshit where units roles change entirely and become unbalanced.
Memories of blue stacked army items buffing m10s and Shermans with 25 percent health and speed and whatnot in conjunction with God mode field repairs.
Zis camo being an Intel bulletin is a coop idea though.
The thing about COHO was that it was completely unsupported. In addition, the blue stacked items were almost all stat based... IMO that was where they went completely wrong. A purple item that would increase volks HP by 24% holy shit.
Instead of stat buffing bulletins and the completely retarded system in COHO, just imagine that passive and ability based things were moved to bulletins. Then not only would you be able to customize your army, you would also be able to play the faction in different ways.
But right now, we have stuff like 10% faster deployment time on jaghad tiger, like wtf.
Posts: 509
Its better this way, trust me
Posts: 110
I pay 41 munitions for teller mines and 49 muni for s minefields, which is pretty nice compared to the normal 50/60 muni.
Posts: 218
Does that make those bulletins somewhat less meaningless?
Posts: 133
Personally, I want a redesign of the way Intell Bulletins work.
Throw passives into the intell bulletins, make them able to customize your army. ZIs can go here. Ambush Camo... Stun grenades. SOMETHING, ANYTHING!
The current system is absolutely stupid. 3% reload on my fucking conscripts? Are you kidding me? Let me be able to have my engineers camo in cover for fucks sake. It shouldn't take a COMMANDER to tell you how to camo, you could do that anywhere if you've read the manual.
Something like that exists in game files but this is in "Custom commanders" folder.
Posts: 2885
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Posts: 306
Something like that exists in game files but this is in "Custom commanders" folder.
If so, once this comes out then it will be dope as fuck. But are custom commanders confirmed yet? Like have they continuously added code for it? Or was it just some code that they were testing some time before?
If you think that bulletins are meaningless you never tried to stack them or even buff one unit with 3 different ones. Trust me, it can really do a lot. Things that come to my mind first are cheaper pzshrecks for volks, sight range for soviet snipers, reload for jacksons or p4s and armour for panthers and okw p4s. If you stack these you get a whole new type of unit. Also some of the bulletins work in the way described by OP like ostwind suppress on frontal MG bulletin. The main rule is: stack same bulletin as many times as possible if the change sounds cool or, if you dont have double/triple of usefull bulletins just use different ones that buff same unit. That makes them noticable and usefull.
That's exactly why I want them to be changed. Having items that stat boost in addition to stacking them up is a horrible design feature. Do you remember in COHO where you could throw all the item upgrades onto one unit and it would be insanly godlike?
It doesn't make the unit play any differently and also it just makes it 'better' without introducing any new options for the unit to take on extra roles. I'd much rather have bulletins improve utility rather than having my SU-85 straight up having 80 range due to 3 bulletin stacks.
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Permanently BannedPosts: 135
Posts: 211
Bulletins are fine, they are not meaningless, not sure why you think increasing your cons (or any base infantry) dps by around 9% (if you have 3 good bulletins) is meaningless.
I pay 41 munitions for teller mines and 49 muni for s minefields, which is pretty nice compared to the normal 50/60 muni.
If it was done in a creative and careful way, this could be really good. Would surely provide more 'connection' to your slightly personalized army.
While it might be dangerous balance-wise, I could also image such a bulletin that gives conscripts a normal grenade; or the incendiary of Volks from the patch preview could be tied to such a bulletin, replacing the normal grenade. Then people would have a choice, at least.
Posts: 306
Oh god no! Bulletins weren't always like this son. They had more drastic effects. Like +10% range on su85. Imagine a stack of three of those. Unit roles could/did change and there was loads of bullshit going on.
Its better this way, trust me
Sorry, could you um, you know, read the opening post before posting about something I've covered? I'm proposing that bulletins move away from stat boosts, and instead offer special abilities and specialized equipment and stuff so we can customize. That way none of them would be able to be stacked, and there would be more variety among playstyles who choose per say to add "stun grenades" to normal infantry.
Bulletins are fine, they are not meaningless, not sure why you think increasing your cons (or any base infantry) dps by around 9% (if you have 3 good bulletins) is meaningless.
I pay 41 munitions for teller mines and 49 muni for s minefields, which is pretty nice compared to the normal 50/60 muni.
Which is why stat stacking bulletins are utterly stupid. It would not only complicate balance, it also doesn't bring anything new to the table. Bulletins would just be outright better if they didnt involve stats at all.
Posts: 509
Sorry, could you um, you know, read the opening post before posting about something I've covered? I'm proposing that bulletins move away from stat boosts, and instead offer special abilities and specialized equipment and stuff so we can customize. That way none of them would be able to be stacked, and there would be more variety among playstyles who choose per say to add "stun grenades" to normal infantry.
Apologies. I shall now go dunk myself in water and recite 'l2read' 100 times
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