So, how about bring back Riflemen Smoke?
Posts: 3260
150 MP 15 FU like Weapon Racks is the highest I think it can go right now. It might even get away with being 100 MP 10 FU like the UKF grenades.
Posts: 107
I am simply demonstrating the silliness of "no manpower only" claim.
The thing is quite simply either riflemen have smoke and not mortar or riflemen have no smoke and a mortar. Else they simply have an overwhelming advantage over Ostheer since they can completely shut down their HMG. This has been tried and it has been proven.
On the other hand smoke from all mortars should be delivered allot faster.
Obviously manpower is needed to upgrade grenades. And the smoke rifle grenade obviously has to pay a small fee of 15muni to use, with a large cost of 150 manpower and 25 fuels to upgrade. This significantly slows down the USF's tier upgrade, which is why USF is not upgrading the grenade pack at this time. (It's not worthy upgrade to early game at all.)
And, riflemen smoke can not neutralize the mg42 as a magic instant. Even if riflemen uses smoke as soon as mg42 appears in sight, riflemen in smoke still spends a long time pin down. If a simple 1 squad is headed for you, you can simply disable the smoke by releasing mg42 and re setup it to the rear. I do not even know what proved to be 'completely shut down their HMG'.
Posts: 3602 | Subs: 1
Pioneers with Flamers shut down USF infantry play? seriously? Pioneer are probably the weakest flamer units.
Can we pls stop with irrelevant issues and especially since you are not interested in restoring smoke to riflemen before we derail this thread?
Lol, your logic is flawed and I'm the one irrelevant because I pointed it out.
Posts: 129
I think riflemen deserve a manpower discount for losing their smoke though, or give the current upgrade free.
Posts: 64
Posts: 1527
Permanently BannedIt would force Ostheer to actually micro their MG's and use their brains so not an option, sorry
Playercard? The reason smoke was removed was specifically for the opposite reason: so USF actually needs to think before moving out making sure to spread out when they don't know where the mgs are so that you don't get blob suppressed. When USF had smoke, they didn't have to think. They can simply throw smoke at any position no matter how carefully prepared by Ost. Secondly, USF has a mortar now. USF players can't beg for everything.
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Permanently BannedPosts: 8154 | Subs: 2
Wouldn't mind smoke barrage been buffed across the board.
Posts: 3053
Rear Echelon smoke was a good idea. The problem is the upgrade's still priced like the much more powerful Rifleman smoke, so nobody ever unlocks it.
150 MP 15 FU like Weapon Racks is the highest I think it can go right now. It might even get away with being 100 MP 10 FU like the UKF grenades.
+1
Posts: 808
Posts: 3260
remove motor (didn't need it in the first place) and give USF riflemen ther smoke nades back
Remove the mortar and USF has no garrison counter until Captain or Major.
Posts: 3053
Remove the mortar and USF has no garrison counter until Captain or Major.
This is somewhat tangential but I’d really prefer removing the usf mortar and giving them a sniper instead. Fits the theme of mobility much better and would do more to support riflemen. This is assuming riflemen + sniper isn’t blatantly op especially against ostheer.
That or just give them a nondoc flamethrower or like a flamenade on REs. I honestly don’t think that a t0 mortar fits the faction very well at all because it encourages static play on the usf side which isn’t what the faction is designed for at all.
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Playercard? The reason smoke was removed was specifically for the opposite reason: so USF actually needs to think before moving out making sure to spread out when they don't know where the mgs are so that you don't get blob suppressed. When USF had smoke, they didn't have to think. They can simply throw smoke at any position no matter how carefully prepared by Ost. Secondly, USF has a mortar now. USF players can't beg for everything.
If I remember correctly there was a complaint by some of the pro players about smoke on every rifle so it was changed. Yeah I remember the days where a big old rifle blob would smoke everything then steam roll you that was pretty bad and unfun imo.
Exacly I like current state its good change that rifleman have only granades and officers and re smokes but this side tech its too much ambu and granades upgrade cost u so much that i only bulid ambu and rush for jackson. Anyway granade upgrade should cost 10 or 15 fuel.
Ya Every squad with a smoke grenade ontop of a mortar smoke is a bit overkill. And it use to be very op and I doubt it should be reimplmented. The biggest issue is solely that the greande tech didn't get a price change so it reflect its actual strength and remains at the old tech cost when it benefited rifles with smokes.
Posts: 416 | Subs: 1
Grenade Tech could be cheaper, though.
Posts: 5279
Ostheer mortar is not a "no manpower only" counter garrison since it requires fuel, same goes for OKW grenades.
Where do you come up with these weird claims, do you actually want to make a point or you just arguing for arguing?
For all intents and purposes the 80mp and 10fu t1 is free. It's basically there to eat up time and be cheap as all hell to back tech to and can be bought from the word go. It's mp cost isn't even prohibitive. Consider that even the Soviet t1 costs double the MP but the same fuel. It's the manpower that's the bigger investment due to reduced map control than a momentary delay in fuel.
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I'm sure you all uploaded dozens of replays and feedback so playercardless balance whining afterwards is completelys justified
Posts: 2742
But I also have always felt the nade upgrade for USF should unlock the pineapple and the AT nade normally unlocked at vet1.
Smoke could be vet 1, or heaven forbid, a some kind of combat bonus so vet 2 and 3 aren't such heavy increments.
I'm so silly.
Posts: 2742
good thing OP and all other guys in this thread took so actively part in the patch Preview when the Rifleman/echelon Smoke was tested out for months.
I'm sure you all uploaded dozens of replays and feedback so playercardless balance whining afterwards is completelys justified
I think by the time smoke was changed players were more or less over fooling themselves that their replays and feedback were being taken seriously. Specific people were taken seriously, yes, but regardless of any replays posted or analyzed.
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