Im gonna rip this apart,and im gonna tell you why.
Theres no Rangers,Sticky Grenades,Jumbo,P47 ANti infantry strafe,Rangers,or Chaffee,so it all leaves me feeling incomplete and dissatisfied.
Hammer and anvil? How about Freedom and Justice?
Oh and change the pershing to a command pershing with artillery call-in ability and 60 range
Take a look buddy
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check this out....
Calvary Company
1) Spotting riflemen
2) T13 TD half track 75mm
3) Re-Allocate vehicle
4)M3 + Calvary riflemen
5)T-19 105mm Hmc half track
Air Assault Company
1)Thompson weapon Rack
2)Recon Loiter
3)Rocket strafing run
4)Mg strafing run
5)P47 rocket Loiter
Picket Company
1)Picketmen
-6 men. m1's. Stats near penals. Reverse, good at long range because of semi-auto weapons. Poor at close range.
-70mm recoilless ability. Like faust but less penetration.
-frag
-flare
-Can build yellow cover
- Single LMG .30 upgrade
2)Picket .50 cal. 5 men. ap rounds
3)LMG for picketmen unlocked
4)Picket 57mm. 5 men. Rapid fire ability.
5) 105mm howitzer 5men. buildable
Zed assault company
1)pathfinders
2)37mm heavy weapons team
3).30 caL LMG weapon rack
4)m10
5)artillery
Thunder Company
1)Sargent.
-upgrade a riflemen squad. get 1 Thompson get four weapon slots.
2)manpower to muni
3)grayhound
4)Chaffee Light tank
5)75mm light barrage artillery
Advanced Operations company
1)WC51 M6 37mm
2)sandbags/ Fighting positions
3)barrage flare
4)105mm artillery
5)Pershing 90mm
Ranger Company
1)wc51 truck 70 mm recoilless attachment
2)dropped in mine field
3)rangers
4)Dedicated artillery. Pinpoint single shot
5)Anti tank cluster mines
Recon company edit
-Drop the Spotting riflemen. add rocket strafe
-Recon loiter should be awesome and last for a very long time
-double m18 hellcats. in place of Para support drop
Mechanized company edit
1)wc51 truck w/ Assault Engineers
2)Forward Command half track.
-Artilliry and recon abilities
3)Thompson Assault engineers upgrade.
4)Re-Alocate vehicles
5)Jumbo 75mm Sherman
-76mm upgrade.
Fighting dog company
1) .30 cal heavy weapon teams
2) WC51 truck.
3)Zeroing motar barrage. encompasses whole territory.
-Hones in on units in Selected zone for extended period of time.
4)Springfield Infantry upgrade. Kills 75% and under health models. Slow rate of fire. Echlons? Riflemen? Idk.
5) M4 76mm Sherman.
Black cat motor company
1)medical station.
2)sandbags/ fighting position
3)hull down
4)jouneymen. 5 men- double zooks. Sticky Bomb (Zero range,1000 pen). Faster 50% reload ability(immobility) 30 seconds. Hold fire ability. Camo possibility.
5)calliope m4
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How many of you think that the Sherman Jumbo should be non-doc and become available when all tiers are purchased in the American army. Or at all. Please vote. |
Zombie men |
Some nice suggestions in the poll, but cant choose anything right now, still not sure how I want to call you, a fool, an idiot, twat or dumbass.
kek
I have posted polls before and I found that many people choose the funny, self deprecating option. So I tried this.
Doesn't get much more than this it doesn't matter what his rank is, at least he's trying to be constructive. You constantly turn threads into pissing contests over ranks, as if anyone cares. People of all ranks can have good ideas for balance.
@Loki
I appreciate your suggestions, but I don't think the USF need such drastic changes, however, you are definitely right about the USF needing some diversity. As mentioned earlier in the thread, a T0 mortar would likely help the USF in the early game. Late game, yes, their AT options are limited, but properly used Jacksons are very potent against heavy armor, especially when supported by an AT gun and/or P47's. Hence why Captain and Airborne are generally the go-to for USF.
It blows having to go captain and airborne, generally. It would be cool to find a option that can alleviate this necessity. Is what Iam saying. I play OKW all the time and forget to pick a doctrine because I don't need it. Othseer is not quite that way but the us defiantly is not.
Something like At gun in T0. Or Tiny P47 on the major.
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Yes do this. +1 |
I had this crazy Idea to redesign them echlons.
First off I think they should come with wire cutters and mine detectors. The mine detectors have to be toggled to work. Both the cut of wire and the picking up of mines takes forever. This is to compensate for the free upgrade.
Here is the Zomen part. They should get the ability to pick up crawling troops out of combat. Troops that have been killed but are still crawling. When these crawlers enter the squad they have one health. Easy to kill and such. This ability would allow the squad to reach five men without vet. As soon as you lose one guy on that no vet five men echelons you may NOT reinforce back to five. Get it? It doesn't change any reinforcing ability.
This would make them more effective late game and would be close to useless with out an ambulance. Additionally, it would make them more effective as you can pick up anyone within you're army. Para troops, riflemen etc. Right. Got you're self a little frankin squad. Could be cool.
Volley fire is out the fucking door.
I would really like them to have a "shape charge". Like a small Demo. Good for destroying weapons or cover. takes three of them to take down a bunker. It is timed.
What ya'll think?
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I find my self wishing for a mute button about a quarter of the time. I would go as far as suggesting that when it is place and the muted person try's to chat the system reminds them that they are muted. like "Muted! you are talking to You're self."
This wont happen but a mute rating would be sick. The percentage of games person is muted compared against the game they aren't. Like when you're about to start a game, right under there name is a percentage of the games you're foe gets muted. U know, so you can be ready to mute them quick!
I wish they did this instead of moderation of foul language. |
I have been playing axis exclusively for some time now. The simple facts are, riflemen are powerful. And they should be.
But the faction is self is suffering from lack of diversity early and mid game. I think relic is trying to be very careful with the Americans as to not giving them too much.
Right now they are really just lacking late game AT.
But if you look at the faction as a hole powerful rifle men are what is keeping everything from being good.
Commanders support infantry CANT BE GOOD it would give the American infantry too much power.
-That's all other infantry. Making them non combat units. They can not survive with out riflemen. creating a nasty necessity for riflemen....!!!
They cant have support weapons readily available because of, u know, riflemen.
So one the best commanders gives you the heavy weapons you already have. There not even cheaper. They don't come with a crew. I haven't done the research but.... do the best commanders in other army's have this trait? I think not.
In the end, It's not they need a nerf to be playable. It's that they need a nerf to actually be played when the brits come out.
So here is my solution.
TO:
Riflemen
RE's
Ambulance
.50 cal
M5(maybe)
$ATG
$T1:Lt
M20
Stuart
Motar
$$T2:Cap
flack track
GMC 75mm AT half track
Pack Howie
$$$T3:
M4
M36
M8
It might be wise to add a tier. Giving the player an option to have all of the things I just added. Also giving them the recourses to do so from the start of the game.
Look I know Iam just swinging at air here. But what is realistic? Do u think they will let the Americans drift in un playability? Is that most likely? If they were to make the Americans better what is the most likely case? Fuck if I know. I just love this game.
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OK, so for starters I think there should be a general Idea you want to impose with this thread.
You want more versatility?
Heavy armor?
More infantry options?
More early game options?
More late game options?
More what?
I have a lot of suggestions for this thread if it where only more pointed.
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