British base smoke barrage
31 May 2019, 01:40 AM
#61
Posts: 1220 | Subs: 1
+50% ranger will push the pit upto howitzer level on small map then.ko
31 May 2019, 03:12 AM
#62
Posts: 3423 | Subs: 1
But even now pyrotechnics Tommies can have 5 models at 0.8 unvetted target size, can have AT or double lmgs, increased LOS, build cover and trenches, further increased LOS when in cover, grenades, gammon bombs..... They already do enough without adding a conplicated* smoke option to then as well.
Yeah I generally agree that the game is better with mainlines being less loaded with power. I definitely prefer the pit rework we talked about earlier in this thread, so that reliable smoke isnt confined to to the stationary 350mp investment.
Also removing brace and re-balancing the durability would be a good move IMO. Maybe even adding a pack-up ability in place of the brace that gives a refund (not a full one).
31 May 2019, 18:10 PM
#63
Posts: 591 | Subs: 1
The pit range idea is still tied to a static building. So long as it is static there is no way you can properly balance it as a substitute for a mob8le mortar
Either the range is big enough to hit where you need it to in 4v4 and it can fire anywhere on the map in 1v1, or it works sensibly in smaller maps and is still totally unfixed on maps like steppes
The mortar pit is not a suitable substitute and, unless they give it the option to decamp and reposition, never will be.
A refunding scuttle is also a poor approach, given the game's emphasis on unit preservation and veterancy. Mottar pits already get trounced late game by any other vetted or longer range indirect, just letting them recoup some mp when anyting aims at then is hardly going to help the fact they become obsolete late game.
Either the range is big enough to hit where you need it to in 4v4 and it can fire anywhere on the map in 1v1, or it works sensibly in smaller maps and is still totally unfixed on maps like steppes
The mortar pit is not a suitable substitute and, unless they give it the option to decamp and reposition, never will be.
A refunding scuttle is also a poor approach, given the game's emphasis on unit preservation and veterancy. Mottar pits already get trounced late game by any other vetted or longer range indirect, just letting them recoup some mp when anyting aims at then is hardly going to help the fact they become obsolete late game.
31 May 2019, 20:57 PM
#64
Posts: 3260
If you remove or rework the Bofors I don't see any problem with giving Engineers the ability to tear down emplacements for a full refund (multiplied by %HP).
31 May 2019, 21:38 PM
#65
Posts: 3423 | Subs: 1
The pit range idea is still tied to a static building. So long as it is static there is no way you can properly balance it as a substitute for a mob8le mortar
What do you mean by "range idea"? The idea is to allow you build single mortars for cheaper and upgrade the pit to two. So you don't always have to spend so much just to get indirect.
A refunding scuttle is also a poor approach, given the game's emphasis on unit preservation and veterancy.
There are plenty of structures in the game that ignore this entirely. All bunkers, FPs, Flak emplacements, etc. No you can't get a refund, but all of those structures also don't cost Population.
Also removing brace and reworking the durability to compensate would go a long way as well IMO
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