I really wish USF Paratroopers were at CP2
Posts: 888
Soviet Shock Troopers are available at CP2 and cost the same as Paratroopers so why couldn't USF Paratroopers be available at CP2 as well (is it because they parachute in?)? Just my opinion.
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Posts: 4474
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U said, it’s cause they drop
Way to shoot yourself in the dick.
Posts: 4474
falls and para are very different especially then number of men *gouhg* andfallsarestillajoke *gough*
Way to shoot yourself in the dick.
Posts: 17914 | Subs: 8
falls and para are very different especially then number of men *gouhg* andfallsarestillajoke *gough*
Its irrelevant for the argument you've used.
Paras also require much greater investment because their upgrades actually have a cost.
Posts: 4474
and so do falls ? i mean the 2 other fg csot muni right ?
Its irrelevant for the argument you've used.
Paras also require much greater investment because their upgrades actually have a cost.
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and so do falls ? i mean the 2 other fg csot muni right ?
Haven't checked latest mod version, so I'm uncertain if cost is considered as "requirement", won't be able to check before tomorrow/late tonight. If that 2nd set still does have cost, well, there still is considerable cost difference between the two.
Posts: 4474
yes ? i mean 2 lmg are better than 2 fg, especially considering they get an ability too
Haven't checked latest mod version, so I'm uncertain if cost is considered as "requirement", won't be able to check before tomorrow/late tonight. If that 2nd set still does have cost, well, there still is considerable cost difference between the two.
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Posts: 3260
4x Thompsons or 2x M1919 with 6 models is not something I would put in CP2. They'd need to have their weapon upgrade gated behind some tech (probably weapon racks) to compensate, but then that would destroy one of their big advantages (that together with Pathfinders you can go for a Weapon Racks-less build and rush for something else like tanks). Ergo, not much can be done about their timing imo. At least in team games, I don't find it too hard to fit them into an adjusted build order anyway.
What if you kept their weapon upgrades and bundle nades gated behind CP3?
If you made some changes to their airdrop, you might even get away with CP1 timing if they don't have the upgrades.
Posts: 4474
Posts: 3260
lock it after tech ?
As Sander said, there aren't many great places. Lock it behind racks and you kill one of Airborne's main uses. Lock it behind one officer and it's too early, lock it behind Major and it's so late you'll probably end up putting BARs on them.
Therefore I suggested locking it behind CPs instead.
Posts: 4474
lock it behind LV or second officer upgrade ?
As Sander said, there aren't many great places. Lock it behind racks and you kill one of Airborne's main uses. Lock it behind one officer and it's too early, lock it behind Major and it's so late you'll probably end up putting BARs on them.
Therefore I suggested locking it behind CPs instead.
Posts: 3166 | Subs: 6
lock it behind LV or second officer upgrade ?
You can easily get the Officer secondary unlock around 1 CP, at least in team games. So no.
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Posts: 17914 | Subs: 8
They could be 5 men squad up to 6 once reach vet2
That means there is little reason to get them over rifles early and even less of a reason to get them later then rifles are already vetted.
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Posts: 789
No thanks.
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I say this as a USF Airborne main, but I try to be impartial.
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