Change to gren/conscript vet1
Posts: 509
So we all know how useless the vet abililites of grens/cons are. I've made this thread so we can all discuss improvements.
I am updating this post with the suggestions so far.
Suggestions so far:
1) Mirror UKF vet1 for both (grens AND cons) these bolt-action rifle infantry (increased sight in cover when stationary).
2) Keep tripwire flares for cons, change gren medkits to mirror UKF ones, but unlocked at vet1.
3) Sandbags for grens at vet 1
4) Passive, slow healing for grens instead of spend-muni kits.
5) Stronger and cheaper Med-kits: to heal to complete health and cost 20 munitions.
6) Cons get 'Hit the Dirt' at vet1?
Posts: 304
As for cons, I kind of like their trip wire. Maybe just let it be shift queued to make it more usable and less micro intensive would go a long way?
Posts: 521
Has been brought up loads of times, but Relic hasn't acknowledged it yet.
Posts: 509
Tommies will mantain their sight advantage because of artillery flare upgrade.
I'd be ok with medkits if they made them an upgrade like tommy healing though. Except that it only unlocks at vet1.
Also, I completely sympathize with the soviet tank vet being crap but can we plz keep the thread on cons & grens? One unit at a time
Posts: 571
Posts: 509
I would very much rather gren just getting a combat performance buff, maybe a received accuracy buff or something.
Its the design philosophy. Vet 1 only unlocks things, except for okw volks and stuka zu fuss.
Combat buffs would be vet 2 or 3. I agree that grens are too fragile.
So, any ideas about the vet1? How do you like the sight buff? I'd say just buff sight by 5. The long range infantry should atleast be able to shoot at, well, long range.
Posts: 2693 | Subs: 1
Tripwire flares are already quite good; People just do not use them because they lack the APM or they just forget about them altogether.
Posts: 1653
Ostheer Medkits need to be also usable on the squads themselves and be slightly cheaper. You can already get quite a lot of staying power using the ability+HT, but at the moment the ability does not have much use outside of this scenario due to relatively high cost and the fact that you need 2 squads to make it work.
Tripwire flares are already quite good; People just do not use them because they lack the APM or they just forget about them altogether.
Just change the medkit as the UKF and it's fine!
Posts: 509
Just change the medkit as the UKF and it's fine!
+1.
I personally have a slight preference toward slight buff though cause:
1) UKF healing is very good for blobbing.
2) Better sight in cover - better coordination with mg
Posts: 8154 | Subs: 2
Medkit needs changes.
NOT EVERY SINGLE INFANTRY SQUAD needs the same vet1 ability for EFA.
Posts: 509
Tripwire is fine.
Medkit needs changes.
NOT EVERY SINGLE INFANTRY SQUAD needs the same vet1 ability for EFA.
Sure, but sight>>healing or trips.
You have alternatives? The whole point is the the thread is to suggest alternatives, not necessarily sight. But should be better.
I personally advocate a sight buff.
Also: rifles and volks will have other things
Posts: 1705
Posts: 509
Posts: 22
Posts: 509
Please also suggest for conscripts!
Also: we have a few suggestions now, so lets narrow it down. Things to focus on:
gameplay considerations: i.e. does it fit the intended role.
Balance considerations: will it make grens or cons OP relative to other mainline infantry.
Posts: 509
I would just like to see the medkits heal a squad to full health and maybe a cost reduction to 20 min. Then it'll be useful to keep damaged teamweapons on the front without worrying about the first shot killing your gunner.
Ty. Have put it in.
Posts: 1108
Posts: 17914 | Subs: 8
gren vet 1 =sandbags
Con vet1=buyable DPs then?
Generalization is good, right?
Posts: 34
Posts: 270 | Subs: 1
Although then the commander abilities may need switching round. Some replacements could be ATG camo, PPSHs or rapid conscription, depending which abilities the commander already has in it.
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