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Should assault grens start on cool down?

25 Jun 2019, 12:07 PM
#1
avatar of Array
Donator 11

Posts: 609

As a jaded ostheer fan I’ve been having some fun recently with assault gren starts and upsetting the normal dynamic of my 2v2 matches by getting my first squad right in soviet/us faces and spoiling their complacency as they spam cap early or try con rushes on cqc maps. The unit seems balanced to me - wilts under focused fire but I am wondering if it shouldn’t come 30s later or so to avoid chewing up and forcing off the field their first unit (nearly) every time

Also sprint seems a little too good like the duration is too long- allows you to cross maps with great speed rather than just as a combat buff
25 Jun 2019, 12:13 PM
#2
avatar of Vipper

Posts: 13496 | Subs: 1

CP0 infatry should simply become build-able and not call ins.

Currently their timing is greatly affect by the map design.
25 Jun 2019, 12:24 PM
#3
avatar of Lago

Posts: 3260

It's a similar problem to Assault Engineers: you can get two out very quickly.

Starting them on cooldown is probably the cleanest fix, and is consistent with the route taken with USF infantry.
25 Jun 2019, 12:57 PM
#4
avatar of Dangerous-Cloth

Posts: 2066

Yeah I second having them have a build time.
25 Jun 2019, 13:05 PM
#5
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post25 Jun 2019, 12:24 PMLago
It's a similar problem to Assault Engineers: you can get two out very quickly.

Starting them on cooldown is probably the cleanest fix, and is consistent with the route taken with USF infantry.


Tbh I think all Infantry, 0cp and onward, would be better balanced as t0 built infantry so that they are built instead of an instant call in. Makes them less panic infantry and instead requires foresight and planning. This is a TACTICAL rts after all...
25 Jun 2019, 13:30 PM
#6
avatar of YeltsinDeathBrigades

Posts: 110

Having assgrens as a call in is not a problem in any situation as assault engies as USF.
If somebody has problem of unexpected quick assgren/assengie deployment, it better should be like that. Any close-combat infantry, which is not schock-troops, should have breathing space since using them is kinda risky already.
25 Jun 2019, 17:49 PM
#7
avatar of cochosgo

Posts: 301

Make them buildable at the HQ so they compete with the mg42. Either go full agression or an early push and then consolidate with a 42.
25 Jun 2019, 18:06 PM
#8
avatar of Brick Top

Posts: 1162

Making them buildable wouldnt slow them down THAT much, because the build time is not that different to the added walk time from edge of map vs from your structure on many maps.
25 Jun 2019, 18:25 PM
#9
avatar of Vipper

Posts: 13496 | Subs: 1

Making them buildable wouldnt slow them down THAT much, because the build time is not that different to the added walk time from edge of map vs from your structure on many maps.

1) built time can be adjusted
2) walk time is map depended in some they arrive allot faster
27 Jun 2019, 04:18 AM
#10
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post25 Jun 2019, 12:13 PMVipper
CP0 infatry should simply become build-able and not call ins.

Currently their timing is greatly affect by the map design.

+1
aaa
27 Jun 2019, 06:25 AM
#11
avatar of aaa

Posts: 1487

They should be 1cp. Thats all
27 Jun 2019, 08:18 AM
#12
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1

Having them come at the same CP point as Cav Rifles seems appropriate. Cav do get more long term flexibility but they're basically the same unit on arrival.
27 Jun 2019, 08:28 AM
#13
27 Jun 2019, 09:15 AM
#14
avatar of aerafield

Posts: 3032 | Subs: 3

jump backJump back to quoted post25 Jun 2019, 12:13 PMVipper
CP0 infatry should simply become build-able and not call ins.

Currently their timing is greatly affect by the map design.


It would make the most sense
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