Two quick questions for the community:
1. Should the British Glider HQ and Commando Glider be repairable?
2. Should ambient buildings be repairable? (perhaps for a cost of Manpower, Munitions or Fuel)
Should British Gliders be repairable?
18 Feb 2016, 10:39 AM
#1
Posts: 32
18 Feb 2016, 16:13 PM
#2
Posts: 1096
voted yes on ambient buildings.
Meant to say no.
Meant to say no.
18 Feb 2016, 16:50 PM
#3
Posts: 88
Bannedvoted yes on ambient buildings.
Meant to say no.
"Click no, click no, click no, click no"
Aaaah damn clicked yes.
18 Feb 2016, 16:55 PM
#4
Posts: 1890 | Subs: 1
Glider yes - half the time you crash land and the reinforcement point aspect is wasted because its so easy to knock out.
Buildings... no, I can see this being borderline abused on some maps where key buildings can make like life hell. (Not to mention Soviet Forward HQ) Besides with the ambient building durability buff most buildings last well into the mid-late game
Buildings... no, I can see this being borderline abused on some maps where key buildings can make like life hell. (Not to mention Soviet Forward HQ) Besides with the ambient building durability buff most buildings last well into the mid-late game
18 Feb 2016, 17:20 PM
#5
Posts: 875 | Subs: 2
Ambient buildings no, commando glider no, and the glider hq yes.
18 Feb 2016, 17:28 PM
#6
Posts: 1216
Maybe as a sort of doctrinal ability, I wouldn't want every Soviet/ USF player repairing a UKF ally's glider, but I wouldn't mind if they had to sacrifice doctrinal options for it.
For example only USF's Assault Engineers can do it but not Rear Echelons. In that way you encourage certain team configurations while limiting others.
Problem with that line of thinking of course is that when someone goes for a commander with said ability they may not expect or bother to repair at all, similar to going Ostheer but never building caches when your three teammates are OKW.
For example only USF's Assault Engineers can do it but not Rear Echelons. In that way you encourage certain team configurations while limiting others.
Problem with that line of thinking of course is that when someone goes for a commander with said ability they may not expect or bother to repair at all, similar to going Ostheer but never building caches when your three teammates are OKW.
18 Feb 2016, 19:52 PM
#7
Posts: 196
Destroyed buildings could become garrisonable ruins, like green cover...but no they should not be repaired.
Glider HQ should be repairable, you pay MP for it.
Glider HQ should be repairable, you pay MP for it.
18 Feb 2016, 20:12 PM
#8
Posts: 521
I don't think ambient buildings should be repairable, but the Soviet and British forward HQ should be (maybe shouldn't be able to repair while under fire for balance)
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