Possible solution to unwanted USF officers
Posts: 372
- Teching occurs normally, with the player selecting the appropriate building and initiating the process.
- Upon completion, the building's units unlock and the player may spawn the appropriate officer squad from the building for free and with an instant build time (like a callin unit, except from the appropriate structure).
- This may only be used once. If the officer is lost, it must be rebuilt like it is now.
Thoughts?
Posts: 552
As we all know, teching up as US spawns an officer squad for additional field presence. Unfortunately, this also means that the game can force unwanted units on you. What use is a vet 0 Lieutenant squad late game? I propose the following change:
- Teching occurs normally, with the player selecting the appropriate building and initiating the process.
- Upon completion, the building's units unlock and the player may spawn the appropriate officer squad from the building for free and with an instant build time (like a callin unit, except from the appropriate structure).
- This may only be used once. If the officer is lost, it must be rebuilt like it is now.
Thoughts?
Kinda feels unnecessary, if you don't want the unit, just go and cap the enemies choke off and let it die. Everything has utility.
Posts: 513
Kinda feels unnecessary, if you don't want the unit, just go and cap the enemies choke off and let it die. Everything has utility.
while feeding vet and a potential BAR to the enemy and also taking up pop cap during its 'suicide' run, ye man great idea stay around these forums more.
Posts: 521
Posts: 830
As we all know, teching up as US spawns an officer squad for additional field presence. Unfortunately, this also means that the game can force unwanted units on you. What use is a vet 0 Lieutenant squad late game? I propose the following change:
- Teching occurs normally, with the player selecting the appropriate building and initiating the process.
- Upon completion, the building's units unlock and the player may spawn the appropriate officer squad from the building for free and with an instant build time (like a callin unit, except from the appropriate structure).
- This may only be used once. If the officer is lost, it must be rebuilt like it is now.
Thoughts?
But then we still have the free of charge nonsense that USF teching gives you. Nobody in their right mind will buy a captain or a lieutentant mid or late game.
How about we ditch the officer squads and just make the teching as following:
T0 (baracks) no bonus
T1 ,once researched, gives the Riflemen smoke grenades
T2 ,once researched, gives a slight decrease in upkeep cost of Riflemen
T3 ,once researched, gives a slight decrease in upkeep cost of Riflemen and slightly lowers their reinforcement time
Grenades, zooks and bars are still a side tech. These benefits in combination with nothing being forced to use units you don't want that simply screw your upkeep over, will resolve USF problems with MP bleed.
This also means you don't have to delay teching to get the vital smoke grenades to help you deal with mgs, you can simply tech to get m20 and get smoke nades at the same time. Want normal frags? Good, side tech.
Posts: 552
while feeding vet and a potential BAR to the enemy and also taking up pop cap during its 'suicide' run, ye man great idea stay around these forums more.
Kinda expected some salt from that, eh.
Posts: 621
What would be the point of getting a Leut if he aint free? (directed to people who say he should cost something)
He is just a rifle squad with no at nade and a bar
Posts: 230
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Posts: 4301 | Subs: 2
and they can set up a tent which has global upgrades.
Posts: 1664
make officers support units. like artillery field officer type. USF will be about mobility and new type of support officers.
and they can set up a tent which has global upgrades.
Hmm... interesting. I have been thinking Conscripts should have Maxim and Mortar as squad upgrades instead of being units you purchase.
Posts: 4301 | Subs: 2
Posts: 1891
Hmm... interesting. I have been thinking Conscripts should have Maxim and Mortar as squad upgrades instead of being units you purchase.
Then what would be in Soviet T2? And could the support weapons use oorah? It's a cool idea but a little too cool for the current faction.
Posts: 307
Posts: 93
Lt should be an assault leader/officer with the abilities to use on me and maybe come with free rifle smoke grenade ability to allow flanking of mgs and at vet 2 or 3 gain access to call for arty strikes like the major.
Cpt should be the coordination and support officer with forward retreat point and ability to call for arty strike and decoy smoke.
Maj. should be logistical support officer who has the increased production ability, recon flight and some other support function like air drop med crates or supply drops?
The point is make USF officers have a more important role and utility to encourage usage and a need to replace them when those officers die.
Allowing both the lt and cpt arty strikes supplement USF lack of stock arty to break up axis turtle farms.
Posts: 372
All officers are very useful dude. Learn to play.
You completely missed the point of the thread.
Posts: 587
make officers support units. like artillery field officer
Arty officer has cheap smoke barrage and has 7.44DPS on his luger at close range, he is deadly at extreme close range fights since he starts spamming his luger every 0.3 sec and empties the whole clip on a enemy soldier in 3 seconds, but after that he needs to reload the 8 round magazine for another 3 seconds, so he is kinda hard unit to use if you want to get the best DPS out of the squad (even USF Major has good DPS on his colt pistol, and even better range than the Arty officer, but its kinda like using medics on the frontline...its damn risky)
Posts: 3103 | Subs: 1
USF officer design needs to be reworked. Right now there is no incentive to replace officer units once they get wiped.
While Major's basically a retreat point with other dreadfully overpriced junk and the Lt.'s pretty bland, Captain's fine. All of his aspects are pretty much good and useful.
Arty officer has cheap smoke barrage and has 7.44DPS on his luger at close range, he is deadly at extreme close range fights since he starts spamming his luger every 0.3 sec and empties the whole clip on a enemy soldier in 3 seconds, but after that he needs to reload the 8 round magazine for another 3 seconds, so he is kinda hard unit to use if you want to get the best DPS out of the squad
That's like at kissing range though, so he remains rather impractical.
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