USF building clearing
Posts: 57
Posts: 186
Posts: 444
The wind up time would have to be as slow as the regular rifle nades though, else it would be too easy to win engagements.
Posts: 1094 | Subs: 20
Well it's glorious WFA and UKF faction design where basic tools like anti garrison are outsourced to commanders.
I dislike the idea of Volks throwing flaming grenades left and right like it was a completely common thing back then so I'd rather wouldn't like to see the same for USF. Too bad they won't touch factions after release in that matter.
Posts: 57
If unlocked by the current Nade upgrade I would say yes.
I don't think this would be necessary seeing as it will never be as powerful as the incendiary nade. I'd rather have it locked by either teching or not at all.
Great idea, that would be a nice solution, might give RE's some more utility as well.
The wind up time would have to be as slow as the regular rifle nades though, else it would be too easy to win engagements.
This is of course a granted, I don't think it should be as strong as the incendiary nade, but it should reliably clear garrisons and deny them.
Damn garrisoning buildings so meta
Well it's glorious WFA and UKF faction design where basic tools like anti garrison are outsourced to commanders.
I dislike the idea of Volks throwing flaming grenades left and right like it was a completely common thing back then so I'd rather wouldn't like to see the same for USF. Too bad they won't touch factions after release in that matter.
Nothing would please me more than to see the mortar squad added to USF, but let's face it - it probably won't happen, therefore I thought this might be an okay compromise
Posts: 1593 | Subs: 1
I don't think this would be necessary seeing as it will never be as powerful as the incendiary nade. I'd rather have it locked by either teching or not at all.
This is of course a granted, I don't think it should be as strong as the incendiary nade, but it should reliably clear garrisons and deny them.
Nothing would please me more than to see the mortar squad added to USF, but let's face it - it probably won't happen, therefore I thought this might be an okay compromise
not sure if there wont be a mortar ever, but you can be 100% sure it will be tied to a commander lol.
Posts: 57
not sure if there wont be a mortar ever, but you can be 100% sure it will be tied to a commander lol.
Yeah, a commander that goes something like this:
Basics company
- 0cp Assualt engineers 280mp
- 0cp 60mm Mortar squad 240mp
- 0cp Wc/51 Truck 240mp 20fu
- 0cp Riflemen Field defences
- 0cp .30 cal MG Squad 240mp
xD
Posts: 1273
Posts: 1276
"lets make it so they have to go this commander if they want a solid anti garrison and are rly ez to counter pick" - Relic Balance Team
Hell I would take flame sturmpios if it meant UKF and USF had ACTUAL anti building units rather than me having to drop 25 fuel or 15 fuel for something that will only make a gren squad pop out of a building for ....2 secodns.
pls fix, building meta
Posts: 1108
Posts: 609
Posts: 444
beside the problem with the building clearing(I agree). Do you guys think that the throwing animation for the usf nade is a little bit too long?
Yes, same with the AT nade animation.
Posts: 199
If unlocked by the current Nade upgrade I would say yes.
No, MG42 spam comes at T0 if they have to wait for a fuel walled nade unlock like they do now the normal grenades will already be available.
Lock it behind a Tier unlock like the OKW or a global cool down at the start of the game. T0 start unit shouldn't dictate how Americans need to change build order/tech order. They are already far to linear as it is and they need to spend MP, fuel for the unlock and then munitions for the nades that are ok but not going to clear a building.
Posts: 1891
-buff fighting pit nade ROF, or damage.
-make the .50 cal do extra damage (15-20%) against garrisons. Why? Higher penetration Kappa
Posts: 320
Only way is a constant burning, mine placed at the entrance or....shoot the hell out of the building. Two of those are locked behind commanders for USF, so you know. The burning on the halftrack is kind of good, shame it takes so long to shoot and costs 40 fuel.
Theoretically if you are in a giant firefight and a building is occupied making the fight harder you could always smoke nade the building. Force the unit to sit in it and do nothing in the fight or get out.
Posts: 552
Posts: 55
There, building meta fixed
Not only is the current meta of buildings extremely annoying, it look stupid as hell in this "realistic" WWII RTS experience.
Posts: 320
I say they add an exit time to every squad that enters buildings. The more units in the squad the longer the exit time. It only makes sense to get each guy out the door, it should take some time.
There, building meta fixed
Not only is the current meta of buildings extremely annoying, it look stupid as hell in this "realistic" WWII RTS experience.
I really do advocate something like this.
Posts: 3103 | Subs: 1
I really do advocate something like this.
I honestly kinda wish they went with the MoW path of just making buildings an extension of the terrain rather than magical separate realms where suppression doesn't exist. Garrisoned structures always felt a bit inconsistent to the game's feel to me.
Posts: 2470
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.1109614.644+10
- 4.608220.734+2
- 5.276108.719+27
- 6.305114.728+1
- 7.916405.693-2
- 8.722440.621+4
- 9.261137.656+2
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
34 posts in the last month
Welcome our newest member, Dedek545
Most online: 2043 users on 29 Oct 2023, 01:04 AM