Or low accuracy at distance. Zis is often used as AI and misses ussualy at long range. So 30% chance for rifle nade hit the target at long range seems fair.
NO! More stupid rng=worse game
Just make nade sound more quiet and give nade a timer.
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Or low accuracy at distance. Zis is often used as AI and misses ussualy at long range. So 30% chance for rifle nade hit the target at long range seems fair.
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I'll keep this short, since most of my points are best proven in the 1vs1 (so yes, i accept that invite to be clear).
I would only like to say that pointing out someone is wrong is not "flinging shit"
That would be acusing someone of trolling, like aaa just did.
oh and the build time addition is nice, but only hampers you for the first few minutes/seconds
If you are to discourage spam, i would rather increase popcap.
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i like the suggestions in the original post, if i may also add..
there should be a button on all MGs that when you click it the machine gun MANUALLY reloads so it is as ready as it can be when an engagement will happen, otherwise machineguns sometimes will be almost out of ammo and not do anything about it until they run out of ammo in a tactically unfortunate time.
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6 man support teams was flawed when the game was released and its still flawed today.
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YMMV with MGs against infantry because infantry don't actually get suppressed until given a new move command.
...
If you keep giving orders to the unit while under fire, they will drop to the ground once that suppression its. The only thing that breaks this is being pinned, as it disables the abilities.
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Meanwhile. 50 cal and Dshk still crying in the corner.
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What is the problem with Dshk again ?
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Seems fine to me aside from how the AP rounds are trayush.
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Who cares when the non AP rapes infantry like no other MG's
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Bad options should either be removed or made good, all there is to it.
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At the same time maxim spam shows us that solv t1 and t0 are borked and need a core inf unit that is viable to play with.
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I don't believe this is true. I've definitely seen infantry get suppressed with my giving them further orders. It's just that grenades are still available to suppressed units (not pinned). They an be suppressed before you give the grenade order, and it will work fine. And that explains the ability to move in with the intention of grenading as you described.
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The problem with t1 started when Relic divorced elite infantry from the T1 structure and made them call ins.
If you needed t1 to build shocktroops/guard rifles it would get used way way more.
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