Simple UKF Base Howitzer Rework
19 Nov 2018, 02:41 AM
#21
Posts: 5279
Could they have better accuracy if there is LOS? right now the basic usage is to crawl up to target throw flares and retreat. They NEVER stick around. Make it a force multiplier instead of whatever the hell it is now. Incentive to stick around might make things more interesting
19 Nov 2018, 02:42 AM
#22
Posts: 3260
If it's possible to do that as an ongoing thing (rather than a check when the barrage starts) that'd be a neat idea.
22 Nov 2018, 08:39 AM
#23
Posts: 378
Could they have better accuracy if there is LOS? right now the basic usage is to crawl up to target throw flares and retreat. They NEVER stick around. Make it a force multiplier instead of whatever the hell it is now. Incentive to stick around might make things more interesting
Or more shells, working like OKW zeroing artillery.
23 Nov 2018, 07:20 AM
#24
Posts: 3053
A HMG might have a range of 45 but is only see 35, a Pyrotechnic Tommy sees 40, going to 50 with vet 1. Being able to bomb the enemy cheaply, accurately early in the game while having vision from range 50 will simply be broken.
A Pyrotechnics Tommie can simply scout the area and not walk straight into HMG cone.
That’s literally what a mortar is except you don’t have to pay muni every barrage and don’t have to have an infantry squad spotting (obviously in exchange you have to actually buy the mortar).
23 Nov 2018, 10:17 AM
#25
Posts: 13496 | Subs: 1
That’s literally what a mortar is except you don’t have to pay muni every barrage and don’t have to have an infantry squad spotting (obviously in exchange you have to actually buy the mortar).
This has been answered in the previous page. Lets not repeat ourselves.
In addition a mortar can be killed the 25p can not.
23 Nov 2018, 10:42 AM
#26
Posts: 3260
In addition a mortar can be killed the 25p can not.
Mortars don't guzzle munitions when they fire.
Heavy early-to-mid game use of the 25 pounders will leave you with a severe munitions shortage, meaning you're struggling to lay mines and to heal and upgun your infantry.
Late game, it's just another off-map.
23 Nov 2018, 11:04 AM
#27
Posts: 13496 | Subs: 1
Mortars don't guzzle munitions when they fire.
Heavy early-to-mid game use of the 25 pounders will leave you with a severe munitions shortage, meaning you're struggling to lay mines and to heal and upgun your infantry.
Late game, it's just another off-map.
PLS read the previous page, if UKF need a mortar give them one redesign the dam faction together with USF and be done with.
Else simply lower the power level of OKW and Soviet and be done with it.
Being hit by off map with the only option to relocated (no other counter play) is simply bad design.
23 Nov 2018, 13:18 PM
#28
Posts: 3260
It's resource management.
Skillplanes are a little problematic but that's because the AA mechanics need cleaning up.
Skillplanes are a little problematic but that's because the AA mechanics need cleaning up.
23 Nov 2018, 15:55 PM
#29
Posts: 3053
If it's possible to do that as an ongoing thing (rather than a check when the barrage starts) that'd be a neat idea.
Wait is that how other barrages work too? Like is it an ongoing thing or just a check at the start? And is it just offmaps or stuff like rocket arty and Lefh/priests/etc.?
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