Potent yes, but locked behind side tech and needed to be put on buildings or bridges!
So anything that cost 30 fuel to unlock and can only be placed on specific locations is allowed to be OP ?
I don't think so...
Posts: 4314 | Subs: 7
Potent yes, but locked behind side tech and needed to be put on buildings or bridges!
Posts: 2742
So anything that cost 30 fuel to unlock and can only be placed on specific locations is allowed to be OP ?
I don't think so...
Posts: 144
Posts: 2742
Posts: 2066
So anything that cost 30 fuel to unlock and can only be placed on specific locations is allowed to be OP ?
I don't think so...
Posts: 4314 | Subs: 7
Nice putting words in my mouth bro. If CoH side tech would be added, it would at least solve add a choice to the current no brainer click boom I win.
Posts: 2742
So the current no brainer click boom I win would be changed to pay 30 fuel first, then click boom I win button.
No fuel price can offset the loss of multiple vetted squads unless the fuel price is high enough to make the ability useless alone
Posts: 911
First of all of my grammar i write in my keyboard fast i bet you are in the phone that the phone corrects your whole mistakes so dont talk and learn to read stats and then talk
Posts: 712
Posts: 144
In my opinion usf still too weak (specially vs okw) and axis late game still dominates (armor), i think usf needs maybe a slightly infantry nerf (riflemen) and give it more diversity, i think it needs normal mines (also reduce the current time of laying them down), nerf the damage of the mortar and give it more range, give it flamethrower for rear echelons, and i think the atg and mg should be together, maybe move the 50 cal to captain tier with atg and move stuart to lt tier, also i think pack howitzer needs a price reduction with a damage nerf and m20 needs a man power cost reduction
Posts: 3602 | Subs: 1
although I have been seeing some .50s now that people realized they are GOOD.
Posts: 144
Posts: 587
So good I have see yesterday a full life volksquad entering in its range from far and crawling till lavanade range while suffering only 1 or 2 model lost but no pin.
Posts: 2066
So the current no brainer click boom I win would be changed to pay 30 fuel first, then click boom I win button.
No fuel price can offset the loss of multiple vetted squads unless the fuel price is high enough to make the ability useless alone
Posts: 4314 | Subs: 7
No, but it would at least mean some investment and then it would mean anything but a 'no brainer'. Demos early on? Good no rushed light vehicles. No demos early on? Good, rushed vehicle.
Posts: 2066
I still think that OP things should be nerfed and not having a price increase to match their OP performance. For example look at 2013 Tiger Ace. Was it balance because it halved all your income for whole game ? It was funny to play with/against it ?
Posts: 12
If the demo nerfs are reverted, at least they should add teching cost and for example include a side muni upgrade to engineers that allows them to then lay down demos and excludes sweeper and flamer.
Posts: 2066
If they really wanted to go that route, do you think there should be a specific "can lay demos" icon like there is a minesweeper/flamer icon? Since if so, that just makes actually using demos incredibly difficult because it'd be far easier to tell where to sweep for them.
Frankly, after having played with them for a bit, I like the way 1.3 demos are implemented because they're a good attention checker—if you just click and blindly send a unit to cap a point, you're liable to lose that unit. If you're paying attention, you can at the very least smash the retreat button and lose nothing but time. The timer also synergizes well with the entry/exit delays in garrisoning to punish building use without being abusive against wandering infantry. It's pretty much the best way to handle a "click boom" squad wipe tool.
Posts: 464
That at least i write fast and very good for my speed like now and you i bet write SO slow in your phone with auto correcter and crying how i make grammar mistakes i bet you didnt even went to school to learn all this things
What are you actually trying to say?
Posts: 464
In my opinion usf still too weak (specially vs okw) and axis late game still dominates (armor), i think usf needs maybe a slightly infantry nerf (riflemen) and give it more diversity, i think it needs normal mines (also reduce the current time of laying them down), nerf the damage of the mortar and give it more range, give it flamethrower for rear echelons, and i think the atg and mg should be together, maybe move the 50 cal to captain tier with atg and move stuart to lt tier, also i think pack howitzer needs a price reduction with a damage nerf and m20 needs a man power cost reductionNo USF is fine i am a USF fan boi i have to say i play them all the time and no please no more riflemen nerf riflemen took 3 nerfs this YEAR in a ROW they are fine enjou m7 mines rifle company and 640 health jackson
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