Global upgrades magically appearing in combat is tactical? Oh pls
Global upgrades can be strategic and cool man. Look at the Panzer Elite from vcoh.
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100 mp res lol |
Honestly pack howie should replace the .50 cal in the airborne commander, and in its place should be a mortar.
But this is never happening, so: nerf leig, buff howie by a hair. |
Are PzGrens elite, or are they in between line and elite? Where do you draw the line on elite?
Ostruppen
REs
Cons/Volks
Grens
Penals
Rifles
IS
Fusiliers
PzGrens
Stormtroopers
Partisans
Falls
Guards
Paratroopers
Shocks
Obers
Commandos |
Can you combine them with the Assault ability in the Commando Commander? |
They get nuke mortar, super sniper, and rifle nade...all in one tier.
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Also not possible currently, since the modifier for adding additional members to a squad only supports adding more of the same EBP that's already there.
But if it were possible, this still has the unwanted behaviour of not being able to share the weapon; if that soldier dies, that bazooka/bar/m1919/etc. will disappear until he's reinforced back in. That makes the upgrade very random in effectiveness, as that soldier might be the first to die in a fight.
Not trying to say your idea is bad, since I tried something similar in CoH1 and CoH2 and ran into a brick wall with implementation. US weapon teams historically did have access to Bazookas, such that an M1917 HMG team or M1 81mm mortar team often carried one into battle for defense. M1 57mm gun teams were allocated one bazooka per team for close range defense against any tank that tried to assault and over-run their position. British 6-pounder teams carried a Bren for self-defense, and German anti-tank gun teams often were allocated an MG34 or MG42 LMG for defense as well.
Obviously Relic could probably rework the system to allow for it, but I don't know how deep they'd have to go to make it work.
I see. That would lead to issues similar to the bugged forward observers ability.
It's certainly a novel concept though and it's good that we both think relic should implement it. |
You probably won't see weapon teams getting bazookas or BARs, since giving a slot_item weapon to a weapon team is bugged.
If you mod a weapon team to have a slot_item, it goes to the first man in the squad, and that person is also the gunner (If you give two, the second goes to the loader, if the weapon team has one). This causes one of two things:
1. You never see the slot_item and it doesn't get used. The gunner/loader is busy manning the weapon and his animations won't allow it to even show up.
2. The slot_item gets used, but the team weapon unpacks or disappears. The gunner/loader decides to switch to the slot_item on their own, and there's no way to force them to switch back. Plus their animations get all buggy.
You could give secondary members separate epbs with their own upgrades, and have clicking on the rack while in range upgrade that particular entity-icon under unit decorator could be done manually. |
Er, no. 10 Munitions is the price of being able to double up or equip universally.
10 munis was the price of defensive stance. |
Hilarious sounding for sure, but contrary to the intent of weapon teams - excellent effectiveness against specific targets within firing arc when properly set-up at the cost of vulnerable when either of those is not the case. So, I can't agree with doing that.
It would be possible to give weapon team rack weapons a different profile. Close range damage from BARs could be limited, bazookas accuracy could be decreased, and so on.
I personally think this is an amazing idea. |