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Suggestion: Make the Artillery Officer 1CP

20 Jun 2019, 22:33 PM
#1
avatar of Enkidu

Posts: 351

Seeing as we currently have 0 cp ass grens, 0 cp ass engies, 0 cp fussies, 1 cp cav rifles, earlier pgrens etc... having the arty officer at 1 cp seems like it would be a better fit.

Being able to get this fun, useful unit on the field just a touch earlier would help him vet and be a nice quality of life change. It’s not exactly a pressing balance issue, but it’d be nice to see.
20 Jun 2019, 22:55 PM
#2
avatar of GI John 412

Posts: 495 | Subs: 1

+1

Sure. Why not?

It’s an underutilized unit that could have a place in some builds if it came a little bit earlier. Go for it.
20 Jun 2019, 23:09 PM
#3
avatar of thedarkarmadillo

Posts: 5279

Only thing I could see issue in is the smoke barrage might be a bit troublesome that early. Maybe link it to a battle phase and it might be golden.
20 Jun 2019, 23:16 PM
#4
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post20 Jun 2019, 22:33 PMEnkidu
Seeing as we currently have 0 cp ass grens, 0 cp ass engies, 0 cp fussies, 1 cp cav rifles, earlier pgrens etc... having the arty officer at 1 cp seems like it would be a better fit.

Being able to get this fun, useful unit on the field just a touch earlier would help him vet and be a nice quality of life change. It’s not exactly a pressing balance issue, but it’d be nice to see.

Or even better stop putting more powerful units before minute one and start delaying them instead.
20 Jun 2019, 23:36 PM
#5
avatar of GI John 412

Posts: 495 | Subs: 1

jump backJump back to quoted post20 Jun 2019, 23:16 PMVipper

Or even better stop putting more powerful units before minute one and start delaying them instead.


Sure. Make all call in infantry require 1 CP for specialist type units and 3 CPs for Elite type of units.

I can see it both ways. Either make them all 0 CPs and you have powerful units hitting early and a variety of doctrine specific “spammy” strategies, like Assault Grenadiers, Pathfinders, Assault Engineers and similar, or make them all 1 CP where they still hit pretty early but are not available as early units in your build.

A third option would be to make them all 0 CPs but have them start on a long cool down timer, so you can get them right away, but not as your first or second unit.
21 Jun 2019, 00:11 AM
#6
avatar of Vipper

Posts: 13496 | Subs: 1



Sure. Make all call in infantry require 1 CP for specialist type units and 3 CPs for Elite type of units.

I can see it both ways. Either make them all 0 CPs and you have powerful units hitting early and a variety of doctrine specific “spammy” strategies, like Assault Grenadiers, Pathfinders, Assault Engineers and similar, or make them all 1 CP where they still hit pretty early but are not available as early units in your build.

A third option would be to make them all 0 CPs but have them start on a long cool down timer, so you can get them right away, but not as your first or second unit.

There are actually many options (CP restriction, CD restriction, build-able not call in...).

Bottom line imo, is that the unit available before minute should be at similar power level as mainline are.
21 Jun 2019, 00:37 AM
#7
avatar of Enkidu

Posts: 351

Well, in the absence of reorganizing all other early infantry call ins, dropping the artillery officer to 1CP would help him fit into the current design better.
21 Jun 2019, 02:18 AM
#8
avatar of Farlion

Posts: 379 | Subs: 1

I'm not sure. The free, near constant smoke might be a bit much, especially given how well the unit performs in CQC.
21 Jun 2019, 02:20 AM
#9
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post21 Jun 2019, 02:18 AMFarlion
I'm not sure. The free, near constant smoke might be a bit much, especially given how well the unit performs in CQC.

That's my concern as well. But hiding that behind the battle phase system might remedy the issue until an appropriate timing.
21 Jun 2019, 02:22 AM
#10
avatar of Farlion

Posts: 379 | Subs: 1


That's my concern as well. But hiding that behind the battle phase system might remedy the issue until an appropriate timing.


Even then, the biggest problem I see is that they're going to be coupled with early PzGrens. Pop smoke, the officer buff and that combo is going to shred pretty much anything.
21 Jun 2019, 06:35 AM
#11
avatar of KiwiBirb

Posts: 789

^ +1
21 Jun 2019, 07:41 AM
#12
avatar of Enkidu

Posts: 351

jump backJump back to quoted post21 Jun 2019, 02:22 AMFarlion


Even then, the biggest problem I see is that they're going to be coupled with early PzGrens. Pop smoke, the officer buff and that combo is going to shred pretty much anything.


Yes, in theory that could be strong, but it costs coordination, timing and the cost of an ability. Would it, at 1cp be any more potentially devastating or easy than 2 assault grens running up to their target? The scenario you describe is already available at 2cp, bumping it down to 1cp doesn’t change the timing drastically, but it lets the arty officer more comfortably fit into builds and start to gain vet.
21 Jun 2019, 10:51 AM
#13
avatar of SpaceCow

Posts: 47

+1 if you lock the smoke to tech it would be a great idea
22 Jun 2019, 14:43 PM
#14
avatar of Enkidu

Posts: 351

I don’t think the smoke would be that meta changing at 1cp but I’m also not opposed to it being tech gated. I’d say start with it unlocked and if it proves problematic, then go back and tech lock it.
23 Jun 2019, 02:28 AM
#15
avatar of cochosgo

Posts: 301

With the current trend of moving anti infantry specialist calling on cp1 I would be intrested to see how it could affect the build orders if we apply it to the remaining specialists (shocks, commissars and arty officers) as it would be a power spike on utility and infantry killing power just before the light vehicle phase.

I refrain of going shocks or commissars because I could use the mp to get guards or zis to get some at options to respond to light vehicles
23 Jun 2019, 06:56 AM
#16
avatar of Enkidu

Posts: 351

Well, I think the true elite infantry (paras, rangers, obers etc) are appropriately delayed at the moment, largely because of their upgrades, but the arty officer is basically a capped call in with the killing power of an assault gren plus some utility and could come sooner.

Because some of his abilities come online with vet, and because it’s not a spammable unit, I feel it’s appropriate to move him to 1 cp. ,
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