I don't see any harm in adding a smoke barrage to the Pyrotechnics sections. Make it free, but it still triggers the global howitzer cooldown.
+1
I think as long as it shares the cooldown there's no reason this would be asking too much
Posts: 3423 | Subs: 1
I don't see any harm in adding a smoke barrage to the Pyrotechnics sections. Make it free, but it still triggers the global howitzer cooldown.
Posts: 591 | Subs: 1
I don't see any harm in adding a smoke barrage to the Pyrotechnics sections. Make it free, but it still triggers the global howitzer cooldown.
Posts: 3260
Can we cut the howitzer out? Its one of the only, already heavily limited indirect options that the brits have, making it cooldown with smoke will flat remove it from the game
Posts: 591 | Subs: 1
How? It's literally just a buff.
Instead of just having the explosive barrage, you've got a choice between explosive or smoke.
The explosive barrage is better at displacing weapons in almost all respects, the smoke barrage is free and doesn't need to be on target.
Posts: 3260
I am going to want or need smoke, for free, a hell of a lot more frequently than I need HE barrages
In addition one of the primary uses of smoke in a british army is to let a unit close in to drop an artillery flare on a position they otherwise couldn't approach
If smoke barrages trigger the cooldown the base howitzers will never be OFF cooldown to allow for normal barrages, or counter battery, or overwatch etc.
And the time it takes the base howitzers to reposition is hideoua compared to a mortar smoke drop, so an offmap would allow a much more timely response.
Posts: 13496 | Subs: 1
Posts: 3423 | Subs: 1
And the time it takes the base howitzers to reposition is hideoua compared to a mortar smoke drop
Posts: 5279
Posts: 591 | Subs: 1
I'm against more mainline being able to do everything, even if it's with an upgrade. We tried that with rifles and it was shit design, why will it be better with Tommies? Smoke should be special not on every god damned squad, especially not every God damned 5 man squad with panzer gren target sizes and 2 lmgs and grenades and a bonus to their LOS. can we at least pretend the games health is the end same here? Vanilla factions more than make due with mortar smoke and some doctrinal options, why should the brits have it on their mainline infantry and all their generalist vehicles as well? Are Tommy Bren blobs not ba enough as is? Does nobody even pretend to give half a shit anymore?
Posts: 5279
Rifles are also a close range squad with very high near DPS, which Tommies are not.
And the reason we have to scrape aroind for ideas of how to make this work is because of this:
Vanilla factions more than make due with mortar smoke and some doctrinal options,
Guess which army doesn't have a god damn mortar in their army lineup? Smoke is a seriously important tool that right now the only way the brits can reliably call is via a static emplacement or waiting until they have tanks.
Posts: 591 | Subs: 1
EXACTLY! rifles were designed around having smoke! Needing to close to be at maximum effectiveness and it was still too strong to have a single unit able to do everything. It will be no different for Tommies who are just as frequently blobbed. Players don't want to use the tools they already have, why would they? They want to be able to JUST build their mainline infantry and force of every enemy obstacle.
Mainline infantry should NOT have smoke. I know it's hard to tell from WFA designs but the game is actually supposed to be about combined arms, not just the most powerful mainline. Smoke on Tommies will dumb down ukf play and dissuade any thoughts of combined arms play.
Posts: 1220 | Subs: 1
Posts: 3260
It doesn't have to be on Tommy at all, i said this before but going to repeat, a smoke discharger upgrade on UC is a reasonable solution to me. The upgrade will required platoon cp and locked out wasp while vicker K still can be mounted .
Posts: 1220 | Subs: 1
Posts: 1220 | Subs: 1
Posts: 5279
Can't combine arms with smoke if none of your units cheaper than a cromwell have smoke and you don't have a mortar
Not to mention that brens are WORSE at close range.
Posts: 1220 | Subs: 1
Except you DO have a mortar. With the highest smoke barrage range of them. It's not mobile, no I'll grant you that, but the pit itself could be tweaked to make up for that shortcoming to deliver smoke. Do everything mainline infantry is a bad design. It didn't work when there was a faction designed specifically with that in mind and it won't work stapled onto a mainline designed to be powerful but specifically to lack utility.
Posts: 3423 | Subs: 1
Smoke on Tommies will dumb down ukf play and dissuade any thoughts of combined arms play.
Posts: 911
Posts: 5279
Indeed, in small map, mortar pit's smoke work well and arguably be the best form of all somke - creeping smoke barrage. But in large map, long range of somke cant make up for the fact that the pit is immobile. A mobile smoke platform is still required.
I don't agree with that, especially since it's not just "smoke on tommies". It's smoke on pyrotechnic tommies, who would have to call it in from howitzers halfway across the map. In what way is that so much better than mortar smoke? If anything it's worse because it's arrival time would be much longer.
This is on a faction that can get AOE healing on their mainlines, which it also relies on for most of its healing. If you want howy smoke on more than one squad that means less healing
I agree a pit rework is the better idea, but i don't think comparing the base howy idea to rifle smoke is an fair comparison
25 | |||||
242 | |||||
25 | |||||
12 | |||||
2 | |||||
2 | |||||
1 |