Recon Commander suggested changes
Posts: 55
Increased LOS for riflemen:
It's an okay passive ability. Maybe reduce it to CP0?
I&R Pathfinders:
Change their camo ability so that they remain in camo while moving. This allows them to sneak around and keep a LOS on the enemy. Otherwise, they are balanced.
Greyhound: Presently, it's in a weird spot. It fills the role of a light and fast scout vehicle, but we have have an M20 (and it plants mines too!). It also does not scale well into-late game. Here are some changes to the veterancy to address these issues:
>Vet1: Gains ability "Recon Tracking"; Similar to the USSR T-70 ability, the greyhound will temporarily (20s) have an increased sight radius and track infantry on the minimap. The drawback: the greyhound's movements will slow down by ~50% and the main gun will not fire.
>Vet2: Increased line of sight. (+ established vet bonuses)
>Vet3: Increase the line of sight of nearby infantry and vehicles. (+ established vet bonuses)
I felt these added changes will boost its performance and retain this commander's 'theme', and it avoids being op (it's still fragile). It has a unique role compared to the M20.
Overflight recon:
It's okay.
Paratrooper call-in:
This ability is... infeasible. Remove the randomized weapon loadout. Keep it to 1 squad of paratroopers, only. This reflects the changes to the Wehr/OKW commanders (ie. osttruppen with mg's, double P4 call-ins).
There are two options that I considered for this ability:
I) Call-in a single squad of paratroopers (identical to the Airborne Commander); or
II) P47 Strafes the area and a squad of paratroopers drops in. (MP cost + Munitions cost)
Let me know what you think!
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Posts: 55
I suppose the 2 squad call-in is good too. It can be used as a last resort for high inf losses. Or the paratroopers can take on an AI role while vet rifles are equipped with 'zooks for AT role.
It would be nice if Relic were to apply these changes.
Posts: 92
Then you can skip the LT tech & actually have some suppression/anti Inf.
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True, it would feel like a copy and paste.
I suppose the 2 squad call-in is good too. It can be used as a last resort for high inf losses. Or the paratroopers can take on an AI role while vet rifles are equipped with 'zooks for AT role.
It would be nice if Relic were to apply these changes.
It doesnt even have to be a "last resort" ability. We already have late game units that cost over 600 manpower and infantry squads that cost 400. So if it was between 600 and 700 mp instead of 900 it would be simply usefull, with or without other changes.
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the greayhound is the penal battalion of the light vehicles
Posts: 55
I like the changues unless the last one, aswell, i would changue the riflemen one for somekind of upgrade that works like spotting scopes, so they see x2 when they are standing still
That's an interesting one. Reminds me of the G43 upgrades for fusiliers to spot further.
Posts: 55
the greyhound would be better than the m20 if the main gun was actually effective. even after the buff it's still shit and canister shot is (rightfully) not OP anymore.
Perhaps the canister shot could be changed from insta-wipe to reducing the overall health of the squad like the WP smoke shot (instead of damage over time, the effect is near instantaneous). The main gun and riflemen can easily pick off the grens thereafter.
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Perhaps the canister shot could be changed from insta-wipe to reducing the overall health of the squad like the WP smoke shot (instead of damage over time, the effect is near instantaneous). The main gun and riflemen can easily pick off the grens thereafter.
i don't remember the exact specifics of how it works now but it no longer crits on hit. my personal soluation to canister would be make it fire in a cone and do about 40 damage. this makes it powerful against blobs and single squads but doesn't make it a wipe machine by itself.
Posts: 55
I made essentially the same thread a while ago and it died. Perhaps we could revive that instead of making new ones?
I'm sorry! I didn't see it until you mentioned it now.
Posts: 1664
Relic PLEASE upgrade Pathfinders to spawn from ambient buildings. You could raise their price to 300 or even 320 MP and move them to 2 cp if it's too strong but throw me a bone here.
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