... Three Gameplay Mechanics That Need To Be Changed
Posts: 362
Second, we've got the OKW veterancy system, with five levels instead of the traditional three. Prior to the big OKW rebuild, this mechanic made sense because it helped compensate for the faction's reduced resource income. Now that the faction has full resource income, the extra veterancy levels don't make a lot of sense - especially since Relic has nerfed the actual bonuses they give. However, unlike the vehicle crew system, I actually like this mechanic, thing as does a good job of promoting unit conservation. So instead of getting rid of it, I think it would actually be better if the other four factions were also given access to five levels of veterancy, so long as the bonuses are well-balanced and useful.
Third, I don't think base building makes a lot of sense any longer. Relic seems to agree with me on this one, since none of their new DLC factions actually require you to build base buildings (well, OKW, sort of, but that's a bit different). All this mechanic really does is keep your engineers out of the fight for a few seconds at the at the very beginning of the match. Otherwise it serves no purpose. So, in other words, I think both the Ostheer and Soviet factions should get pre-built base buildings, just like the US and British factions. Obviously there'd have to be some small adjustments to teching and such (maybe buildings could be activated instead of being constructed?), but it wouldn't be a difficult or particularly major change.
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5-star : nope
engineer-less teching : agree
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Crew : It is so cool i cant imagine USF without. The popcap issue may be annoying but it is marginal. Non-issue.
5-Star : You can notice that OKW vehicles are costing 20% more fuel than they should. It compensate for having 5 stars. Also 4-5 stars hardly nerfed. Non-issue.
Engineer : i am a bit hesitant on this one.
Kozo.
Posts: 498
5 star: Nothing wrong with this
Engineer: Nothing wrong with this either, having your pios/engies out of fight for 2 minutes isn't going to make a change since they're pretty much useless anyways and you can make a second squad anyways
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but in multiplayer this mechanic really just exists to get abused. Being able to dismount from tanks or artillery pieces to free up additional pop-cap probably wasn't Relic's intention with this mechanic
Relic have actually openly said that vehicle decrewing to go over pop-cap is allowed and is a USF feature, not an exploit and is allowed in tournaments.
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Same logic applied when PTRS spam was great at killing infantry. Not an exploit per-say, but definitely not what Relic intended either.
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The only change I would apply to vehicle crews is that repair critical should either be removed or take longer. Or perhaps it should only work when tanks are >50%HP Right now anti-vehicle mines are pretty crap against USF unless they are placed very defensively where you can cover them at all times. It sucks when your enemy drives over a riegel-mine on your flank but it only slows him down for 5 seconds so you have no chance to finish it off no matter how fast you rush your tanks to its location.
Just completely remove the crappy critical repair. non-doctrinal super repair like wtf!
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IMO the USF crew needs to have an animation getting in and out of the vehicles. Instead of an instant pop out, insta critical repair, instant pop right back in.
maybe there is no animation, but once you pop out, you can´t get back in until some time has passed, not sure how long it lasts, but it exists.
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