Only one weapon slot. Limited to zooks and bars only. |
I was thinking the t13 3" would marry nicely with the flack track. Makeing a good tier for open maps. |
Usf heavy weapons are in a bad place right now. I have an idea for this. It is my beleif that they should be in tier 0 and available after the first officer is purchaced.
There should be a upgrade for 20 fuel or so that gives all weapons team plus one member. AND they should get light weapons training that allows them to carry bar/Zook etc.
These methods would require the addition of a vehicle or two or an infantry unit.
M18 hell cat
Pathfinders
Half-track 3"
M5 halftrack
Grayhound
Wc51
Wc51 with 70mm
Calvary rifleman
All good candidates.
Please respond with an accompanying idea of how to fix said problem. |
Made some revisions after the input I received. |
I like you're idea's buddy. A lot of good stuff here. I'am constantly working on commanders my self. Maybe we will see some of these in the in the game. Well done |
yes I made these up. Too many call in's huh. Ok Ill work on it. And a little over powered. We all gota start from somewhere.
Iam sorry I had no intension to be misleading. I just been thinking about it. Figured I throw this out there |
EDIT 9/8/2015
Here are some Commanders I came up with. Please tell me what you think about them constructively.
Hammer Authority Doctrine
1)Medical station.
2)mortar half track
3)Volks ability. - Flare
4)Hetzer Tank destroyer
5) 21cm nebelwerfer 42
Fast Attack Doctrine
1)mg 34
2)sprint
3)Infiltration grenades
4)Blitzkrieg for all vehicles
5)234/4 "pakwagen" 7.5cm
Smoke & Peal Doctrine
1)mg34
2)Nebltruppen- 5 men.
-mg42 lmg upgrade
-R2 rifle smoke grenade
-Frag
-Panzerfaust
3)flare- volks ability
4)artillery
5)jadgpanther
Thumper Trooper Doctrine
1)flamethrower upgrade- strumps
2)half-track
3)Repair bunker.
4)Stug IV- Barrage ability.
5)10.5cm howitzer artillery piece
Shadow doctrine
1)mp40's volks upgrade
2)ambush officer
-camo within aurora
-armed with g43's
-sprint ability
-hold fire ability effects troops in aurora
-Infiltration grenades
3)Smoke barrage
4)Heat rounds
5)Sdkfz 234/3 7.5 cm k51 L/24 open top short barrel puma
Mad Badger doctrine
1)mg34
2)mortar half-track
3)pak 40
4)Volks flare ability
5)Light artillery barrage
|
What about haveing heavy weopns like the 50 cal and the 57mm on tier 0. The mortar in t2 and the pack in t3. They all become unlocked with a 15fuel upgrade at t0.
m20, stuart in T3
M5 " 3 in Gmc and flacktrack in T2
So getting heavy weapons will only delay you're first vechile not nessesarrily a whole officer. |
I'm actually okay with the US not having a heavy tank. I think it makes them unique, so long as they have other options at their disposal that aren't available to other factions.
I said this in another of your threads, but I'd like to see the 57mm AT gun available in the tier 0 building, but an M5 3" AT gun in the captain building.
Not having mines and sandbags really irritates me, too. You'd think USF would be the faction that needed mines the most.
+1 |
Fuuck yesss +1 |