Recrew team weapons with halftracks
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A suggestion, add an ability to reinforcement vehicles that lets it fully recrew abandoned team weapons for 100 mp. Like a target ability, you select the vehicle and target the abandoned weapon. Thoughts?
+1
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On a side note, this discussion reminds of the 'script PTRS/Quad strategic paradigm that was oh so fun to deal with...
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It sounds like it could be a really nice feature, but I'd rather have it just re-crew the weapon with just 2 models instead of being fully re-crewed (because for 100 manpower though). Then after re-crewed, they could simply reinforce the other models. It would also be nice for the halftrack to have an upgrade which would allow it to transport small weapon teams such as the mg-42 and mortar. While we're still on the topic, maybe even figure out how to tow larger weapon teams (ex. pak-40).
https://www.youtube.com/watch?v=yrjElARA9js
Most of what you said is possible, just not implemented, yet, due to unknown reasons.
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Maybe lock said ability behind veterancy. And make halftrack veterancy SHARED officer style relic. Pls
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Hell, you could even put medics or the OKW repair engineers in a HT; if it's parked within a radius of a damaged vehicle, the crew jumps out and gets to work.If you move the HT, they get back in again.
Another potential use for weapon recovery is not to have the HT re-crew the weapon directly, but have it tow the thing back to base. Engineers in CoH1 would go from where they were standing to plant a demo charge, and then return to their original spot; similarly, a HT could be parked in base and ordered to retrieve a weapon without any more intervention.
Seems to me there is a lot of room to expand on what HT's do, which would be interesting to me, partly because it would bring a certain element of logistics into the game that is currently entirely abstract. A while back I suggested chaining infantry squads to a HT so that they moved and deployed a s combat group.
Why HT's can't transport mortars and MG's leaves me baffled.
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HT vet certainly needs to be reworked in general, and it would be even more necessary if any of these other functions made it in. All the HT vet is centred around the flamer upgrade IIRC, while non-upgraded HT's really want stuff like thicker armour, more HP, better speed and acceleration. But in this case the issue is how the vet stats are attached to the model; it might not be possible to completely distinguish between the upgraded and non-upgraded variety.
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