Suggestion: Make the Artillery Officer 1CP
Posts: 351
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.
Posts: 495 | Subs: 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.
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Posts: 13496 | Subs: 1
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.
Posts: 495 | Subs: 1
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.
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.
Posts: 351
Posts: 379 | Subs: 1
Posts: 5279
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.
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.
Posts: 789
Posts: 351
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.
Posts: 47
Posts: 351
Posts: 301
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
Posts: 351
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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