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russian armor

Soviet Infantry Design

29 May 2019, 23:18 PM
#61
avatar of Osinyagov
Senior Modmaker Badge

Posts: 1389 | Subs: 1



It actually is used, that's the Guard model without the cape!


Can you please remind me, where can i find them in the game without modtools? :sibHyena:
30 May 2019, 00:37 AM
#62
avatar of Mr. Someguy

Posts: 4928

Can you please remind me, where can i find them in the game without modtools? :sibHyena:


Call in Guards, it's under their cape! :nahnah:
30 May 2019, 06:14 AM
#63
avatar of blancat

Posts: 810

jump backJump back to quoted post29 May 2019, 13:32 PMKatitof

And you ignored middle line in the post you've quoted...

Let me enlighten you:

Guards HTD does NOT grant any defensive bonuses, its purely range increase.




u wrong

HTD guard have -25% received accuracy and cooldown -25% and range +2.5


Do you want a easily spammable elite versatile unit to do everything?

guard rifle is doing it right now

Take your conscience

30 May 2019, 08:29 AM
#64
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post30 May 2019, 06:14 AMblancat




u wrong

HTD guard have -25% received accuracy and cooldown -25% and range +2.5


Do you want a easily spammable elite versatile unit to do everything?

guard rifle is doing it right now

Take your conscience



Directly from patch notes:

Guards Hit the Dirt (Veterancy 1 ability)
The purpose of the new Veteran ability is to allow Guards to provide additional firepower when they are being used in their intended role as a ranged support unit.

Grants -25% weapon cooldown (with a delay of 2 seconds) (25 second recharge before able to go-to-ground if cancelled)
Increases range by +2.5 to ensure all Guard models can engage targets units on the edge of their maximum range.


Suck it up, lad.
30 May 2019, 19:18 PM
#65
avatar of blancat

Posts: 810

jump backJump back to quoted post30 May 2019, 08:29 AMKatitof


Directly from patch notes:



Suck it up, lad.



guard rifle is OP regardless of whether it has a defensive bonus or not

Suck it up, allies cyber warrior

30 May 2019, 20:30 PM
#66
avatar of GI John 412

Posts: 495 | Subs: 1

Children, please play nice. :)

Anyways, regardless of where you found it, I think the model would work for Streky and you did a good job finding it even if you didn’t create it yourself.
2 Jun 2019, 04:17 AM
#67
avatar of NaOCl

Posts: 378




+1

Rename them whatever the Russian word for riflemen or rifleman or rifle squad or something similar.

“Strelky” or something like that.


Strelkovy.

+2
2 Jun 2019, 05:37 AM
#68
avatar of Kirrik

Posts: 573

jump backJump back to quoted post30 May 2019, 19:18 PMblancat



guard rifle is OP regardless of whether it has a defensive bonus or not

Suck it up, allies cyber warrior



Even by wehraboo standards you're quite something. If Guards were op people would be playing only Guard doctrines same way Overwatch was in every game thanks to JLI. Thats not the case.
2 Jun 2019, 07:56 AM
#70
avatar of distrofio

Posts: 2358

jump backJump back to quoted post2 Jun 2019, 05:37 AMKirrik


Even by wehraboo standards you're quite something. If Guards were op people would be playing only Guard doctrines same way Overwatch was in every game thanks to JLI. Thats not the case.


Guards can be actually OP and dont be seen quite often.

1st logic fallacy there: correlation does not mean causation.

I can name a simple counter example about this. Combat engineers must be OP, since they are present in EVERY SU game, sometimes even two or three squads present at the same time.

The point is, guards can be OPish because they can do multiple jobs quite effectively, more than other factions variants or even than other alternatives in the same faction, because they are quite durable by themselves as a premium generalist inf squad they are.
Early game until almost midgame can be played with guards safely. After that, when multiple mediums, heavy indirect fire and AI specialist squads are present, guards stop shining (for ovbious reasons, otherwishe it will be buttfuck OP). Therefore guards can (or can not) be OP without being spammed in every game. Also commander pick is a important detail here, not mentioned.
2 Jun 2019, 12:12 PM
#72
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

Invised posts.

Children, please play nice. :)


This guy gets it ^
4 Jun 2019, 03:10 AM
#73
avatar of Enkidu

Posts: 351



Guards can be actually OP and dont be seen quite often.

1st logic fallacy there: correlation does not mean causation.

I can name a simple counter example about this. Combat engineers must be OP, since they are present in EVERY SU game, sometimes even two or three squads present at the same time.

The point is, guards can be OPish because they can do multiple jobs quite effectively, more than other factions variants or even than other alternatives in the same faction, because they are quite durable by themselves as a premium generalist inf squad they are.
Early game until almost midgame can be played with guards safely. After that, when multiple mediums, heavy indirect fire and AI specialist squads are present, guards stop shining (for ovbious reasons, otherwishe it will be buttfuck OP). Therefore guards can (or can not) be OP without being spammed in every game. Also commander pick is a important detail here, not mentioned.


Counter counter point: Combat engineers are extremely OP. They are the sov’s only way to build base buildings and tech up; they sweep mines; they repair; they can upgrade to flamethrowers; they plant mines; aaaand you start with one... no wonder we see them every game with a sov player! OP as hell! (/s if it wasn’t obvious)
4 Jun 2019, 03:23 AM
#74
avatar of distrofio

Posts: 2358

jump backJump back to quoted post4 Jun 2019, 03:10 AMEnkidu


Counter counter point: Combat engineers are extremely OP. They are the sov’s only way to build base buildings and tech up; they sweep mines; they repair; they can upgrade to flamethrowers; they plant mines; aaaand you start with one... no wonder we see them every game with a sov player! OP as hell! (/s if it wasn’t obvious)


Lol you caught me good on this one, when I finally read the /s I was relieved.

Anyways, imo guard are good but not OP. I just layed a logic argumentation

Pdf. Not many people give that much love to CE comrades... they actually lead you to victory
7 Jun 2019, 21:01 PM
#75
avatar of Balanced_Gamer

Posts: 783

Guard Rifles are cool but I think the "Hit the Dirt" ability is very strong.

They get positive bonuses such as rate of fire and improves survivability/ (received accuracy) I think and reduces the liability to suppression.

I am fine with their overall capabilities and being the strong elite unit they are but "Hit the Dirt" has to be removed.

Using MG34 to even do anything against or speaking of using light vehicles, it is useless. The MG gets sniped because they are surprisingly accurate with their PTRS dealing 27 damage on infantry on top with the LMG upgrade.

Guard Rifle alone with "Hit the Dirt" makes them overall too strong. It comes when the unit acquires Vet 1.

They currently have a lot of strong abilities and this one specifically be removed for balancing also.

They already can handle infantry and vehicles perfectly. Please not counter MGs also as it currently is. They are such a versatile all around unit. An army alone with Guard Rifles is better than any other self sufficient infantry unit in game.

They already have "Mark Target", making vehicles slower and more vulnerable.

Hit the Dirt on top of it is just too much.

DEVS, remove it please.
12 Jun 2019, 23:12 PM
#76
avatar of KiwiBirb

Posts: 789

Thank you, but it's not new model, just an old unused 3D model from gamefiles.


I cri for the neutered mod tools
13 Jun 2019, 06:18 AM
#77
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

See, its my own thread, and even I can't be arsed to spend the time to handle Balanced's random tangents begging for allied nerfs and quoting dubious facts.

Not what the thread was about my dudes.

I still think penals, guards and cons need a rework that doesn't happen in isolstion though. They have to be considered as part of a whole soviet infantry rework, otherwise we'll never see cons in 9/10 games, even if they do get some token T4 scaling (at the cost of even more sidetech price to make them useful)
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