well they don't its free
why would people pay 90MU for 1 thompson?
wait...
Everything with this faction is so friggen expenisve...
Posts: 4474
Posts: 5279
There have been times where I just wanted a bloody AT gun but had the officer to deal with too.
Posts: 3260
Could swap the officer to the 2nd part of each tech instead of the first. Then the usf player is free to fill their pop cap as they see fit unless they delve deeper into the tier. That would also give the enemy more clue as to off the enemy doubled down in a tier or not. Might be interesting....
There have been times where I just wanted a bloody AT gun but had the officer to deal with too.
On one hand, that flexibility could definitely be useful.
On the other, the delay in the officer is a nerf to the faction.
You also kill the double tech into Major path stone dead.
Posts: 2742
I set a limit of a max of 3 LTs and 1 Captain for up to four 6 man rifles.
I left that mod unfinished though, where the officers could merge into team weapons too. I never made any unique abilities for the weapon teams with officers.
I feel like that would've been a fun faction dynamic that never really materialized in CoH2.
Posts: 607
Posts: 556
yea having Thompson is bad, i guess ranger and para trash for that reason right?
Well yeah, what good is a close quarter Thompson if the rest of the squad has rifles. Is it meant for defense? If so then the weapons in the squad that have any effect at range is the rifles, so only four members are actually doing anything...
Posts: 148
It was fun modding in Officer Merge abilities, so LTs and Captains came as 1 man squads and could merge into rifleman to make 6 man squads with the added officer abilities.
I set a limit of a max of 3 LTs and 1 Captain for up to four 6 man rifles.
I left that mod unfinished though, where the officers could merge into team weapons too. I never made any unique abilities for the weapon teams with officers.
I feel like that would've been a fun faction dynamic that never really materialized in CoH2.
playing as USF alway end up with blobing.
2 - 3 RM before the first officer
+ 1 officer = 3-4 fighting squads
Call-in Elite infantry 1-2 that's 5 or 6 squad
unnecessary fuel spending officer need to be rework
spend for the tech first then you call for the squad
Posts: 3145 | Subs: 2
Posts: 1096
If the Captain gets down to one model or so then I will keep him at base to speed up teching/tank production etc.
Posts: 4474
.... i guess fuck g 43 or ppsh or any other weapon that is not long range and does not occupy all the weapons slots
Well yeah, what good is a close quarter Thompson if the rest of the squad has rifles. Is it meant for defense? If so then the weapons in the squad that have any effect at range is the rifles, so only four members are actually doing anything...
Posts: 556
Posts: 4474
Posts: 556
.... i guess fuck g 43 or ppsh or any other weapon that is not long range and does not occupy all the weapons slots
I don't think you understand the basics of those types of weapons and the infantry units that weild them, this however is not the topic of contention, its the simple fact you have NO Choice.
Posts: 960
-Rifles
-M36
-M8A1 Scott
-Pack Howitzer
-Ambulance
-Base "circle" layout
Posts: 5279
On one hand, that flexibility could definitely be useful.
On the other, the delay in the officer is a nerf to the faction.
You also kill the double tech into Major path stone dead.
Would just need to take a look at mp costs and timing then though. Being forced to use a unit is nearly as bad as your enemy being gifted one.
It would be far easier to work elite infantry into build without the officers and if the officers are "optional" they could be made interesting instead of rifles with a Thompson and sprint.
Posts: 3260
Would just need to take a look at mp costs and timing then though. Being forced to use a unit is nearly as bad as your enemy being gifted one.
It would be far easier to work elite infantry into build without the officers and if the officers are "optional" they could be made interesting instead of rifles with a Thompson and sprint.
This certainly used to be the case, but nowadays the Officer replaces your third Rifleman squad instead of your fourth. That's huge.
Posts: 3423 | Subs: 1
There grenades cost fuel just to have and are not directly part of teching do axis?
It's not only a negative thing. Depending on the situation you can early tech for nades and surprise people with them. Ost needs to spend 40 fuel before grens have rifle-nades.
Yes you might delay your teching if you get them early, but that's your choice. If you can get an early wipe, it's most certainly worth it
Posts: 789
Posts: 783
Captain is highly underrated if nothing else but for "on me". Even though it's not an aoe anymore it's a free +20% accuracy and +20% durability that gives suppression immunity and sprint. Spam this ability whenever its off cooldown. Who needs smoke when you can just charge the mg and ignore suppression.
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