CP 0 call in infantry
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Imo this units should should be changed to be built from HQ. That will solve a number of issues like spam-ability and map dependence.
![avatar of RollingStone](/uploads/avatar/25894.png?updated=1531118370)
Posts: 173
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
The exception are Osstruppen, but they start on a cooldown and are significantly weaker in combat.
![avatar of IncendiaryRounds:)](/images/no_av.png)
Posts: 1527
Permanently Banned![avatar of SupremeStefan](/uploads/avatar/14291.jpg?updated=1428010492)
Posts: 1220
![avatar of ZeroRacer](/images/no_av.png)
Posts: 46
Some of the other posters mention strategic diversity, which CP 0 call ins do theoretically offer, but I think early infantry timings should be kept sacred. It's easily remedied by by starting them on CD or requiring them to be built.
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
Talking about snares, I think the USF assault engis shouldn't have a snare. And how do they compare with assault grens with the flamer?
Assault Engineers do not have snares, which makes opening with them pretty vulnerable to 221 or 222/251 rushes.
![avatar of waasdijki](/uploads/avatar/746.gif?updated=1514209698)
Posts: 76
please specify which unit you are talking about. I can't think of any that can cause this in the early game.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
"like spam-ability and map dependence."
please specify which unit you are talking about. I can't think of any that can cause this in the early game.
call-in unit come from the edge of the map which makes map dependent.
![avatar of Euan](/uploads/avatar/18728.jpg?updated=1496374607)
Posts: 177
Personally I didn't like this much, because the call-in gives flavour and the whole point of a commander ability is that it actually does give you a bonus, that is to say, it performs something better than you would be able to do so without the commander.
On the other hand it seems weird to have a few things remaining as call-ins while almost everything else is base-built.
![avatar of Wiking](/images/avatars/stuart.png?updated=1440837451)
Posts: 60
Unless those units are cannon-fodder, IMO. Or do not act well in later stages of game, where they can be easly overrun by vetted infantry on any mechanised(yes-yes, ASS grens, im talking about u)
Make Conscripts non-doc 0 cp call in infantry Kappa
![avatar of Euan](/uploads/avatar/18728.jpg?updated=1496374607)
Posts: 177
![:D :D](/images/Smileys/biggrin.gif)
1 CP is just too late for standard infantry, though 3 CP is a good timing for elite infantry...
![avatar of LoopDloop](/images/avatars/m20.png?updated=1414778115)
Posts: 3053
P.s. I'm strongly in favour of 0 CP commander infantry in general. It's been argued about for a long time, but it has to be 0 CP if you want to increase the variety of play styles available
1 CP is just too late for standard infantry, though 3 CP is a good timing for elite infantry...
+1
I feel kind of ambivalent about whether they should be buildable from the hq instead of callin but I definitely see the rationale behind it too/
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