Unfortunately you can know if a building is garrisoned or not.
maybe I´m wrong, but at least in the past, you could know if a building is garrisoned, just select one of your squad and right click in the building...if it flashes red it is already garrisoned, if not, you can deploy your Falls in that building...
At least in the past, this works really nice...
edit: sorry, I though you were saying it is not possible to know...
my fault, oh well, I leave it here anyway so maybe someone learn a new trick.
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640 HP, good armor, best indirect fire, call-in, its fine ? 
so, calliop is OP for you because his hp pool and armor????? it should be fine if we reduce his armor and hp to pee-werfer values???? or we should nerf pee-werfer too?????
of course, if we go this way, do you think we should reduce 140 fuel too??, or it is fine for you????
if it is fine this 140 fu price coz callin, then we should reduce e8 fuel price since now is locked behind tech and you have to build them in t4 but still same fuel price that when callin???
or both ez8 and calliop fuel price are fine once calliop stats are nerfed to pee-werfer levels???
please, explain, noob here ...sure I wrong, and it is not fine, but hey, explain to me those things so I can understand why calliop is so OP, so I don´t repeat such a fail.
Regards, |
IMHO this commander is not OP, thus, it souldn´t be changed, but others USF commanders are underperforming, and they should be brought in line with Tactical support commander.
Rifle company has no use nowadays and airbone commander doesn´t offer anything usefull, only airbone squads, but you can get the same with rifles and M19 LMGs (well airbone can shoot that lmg on the move and rifleman can´t but that´s all).
So, OP, What are you expecting??? people using recon company just in order you don´t get bored of facing this support company every game...
Ask for better USF commanders instead of ask for nerfs to the only one usefull commander and you will have more success, well, thats my opinion, that can be wrong, of course...
Regards, |
If a player runs over a mine it should be punishing, against USF it is not very punishing right now.
Indeed you need only kill two models, but often mines are planted on flanks to protect vulnerable weapon teams, often without a weapon team directly looking at the mine (that's the point of the mine). I would rather see the crews receive a higher repair speed and the loss of repair critical. This makes it more consistent across factions, but retains USF differences.
Also I have asked that Pak40 loses TWP, I do want Ost smoke to change (though I doubt it will now), and weapon racks are a bit beside the point but I have suggested American should be able to purchase weapons on squads.
I am not trying to make the factions the same, only that powerful tools used well retain power against all factions. USF should be required to use sweepers like everybody else.
Thanks for your kindly reply mate....
well, I think it takes more time for the USF player to get out teh tank, order the fast repair, get back in and scape than the time it takes a pak to reposition so it faces the damaged tank (at least it takes quite more micro, so you can´t take care of the front line, but that alone flank where you tank hit the mine).
and well, USF still need to use sweepers, USF tanks has fast repairs, rifles don´t have it, so you will be using sweepers anyway..
It is not that fast repair replaces sweepers at all, you hit the mine, you have to stop harrasing, or your main attack is sttoped as your flanking force got snared.....
If a enemy tank step on a mine in a flank, then ,you got what you were looking for when plating that mine, that is, stop the harassment and the advance of enemy troops in that flank....you can´t expect in my opinion that a 30-50 muni mine beat a +300mp +100 fuel unit...if you want to destroy the tank, then you must have units close to the mine so in case the enemy tank triggers the mine, your others units can finish the job....and again, you only need a pio squad there to hard-counter fast repairs....
just my opinion...regards, |
I will say I would like to see repair crit not work after a mine strike. In that case you should have to fully repair the tank to get the tread/engine back.
Otherwise you are only giving the Wehr player 5 seconds to capitalize on having a well placed mine, and that really is not fair. That is basically the time it takes to turn the pak to face the tank, and may be get a chance to fire once.
just an opinion mate, but if i plant a mine and my enemy step on it with a tank, it has to be a dead tank just because he run over the mine???? if you have there just a pionner squad, usf crew won´t be able to fast repair the tank as usf crew receives more damage while repairing.....and you only need you to kill two models of the USF crew and then stole the tank....
if you plant mines in spots really far of your front line or your units...then the tank will scape with or without fast repair anyway...
just asking, not complaining or refuting your arguments....
is it not fair for you than USF has better repair capabilities while osther or OKW has better AT options and better armor???? if USF lost fast repair, why don´t ask to the pak to lose their TWP or armor osther losing his smoke and blitz as SU don´t have smoke in their tanks??? and maybe USF should lose raks, because osther don´t have them, and osther should have to go to their base to order a LMG for their greens because other factions has to go back to base to pick weapons????
why don´t give to USF a repair bunker as OKW has when teching???? or why we don´t give OST a squad like usf gets when teching????
is this really a balance problem???? |
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IMO the USF crew needs to have an animation getting in and out of the vehicles. Instead of an instant pop out, insta critical repair, instant pop right back in.
maybe there is no animation, but once you pop out, you can´t get back in until some time has passed, not sure how long it lasts, but it exists. |
sorry mate, I can´t help you with the script, as I don´t use it.....but others in this thread will help you for sure.....if I´m not wrong the script maker is really active in this thread, and he is offering his knoledge and help to others to fix problems with this topic about farming.
Regards,
edit: you can just start farming in the way I do it, until someone explain you how to force the script to work. My way is a "manually" way where I do the clicks that the script is supposed to do for you.
To farm in this map, you only need to start the game, you don´t need to cap any fuel, anmo or VP points....you leave the game spending time (war spoils are based in time wasted in game, only, you get a war spoil each time you spend "X" amount of time playing the game, no need to win the game or whatever....
every 2 hours or so, I go to my computer and then I finish the game using the B4 artillery pieces you see in the map (you have to set the game with fixed positions , not aleatory) to destroy the enemy base.
Then, I start other game....and rinse and repeat.......
every two or three games, I get one o more war spoils....most of the time bulletins though, and as I have the feeling that with long games you have more chances of getting doulbe or triple war spoils at once, i always go for long game of at least two hours....but this is just my feeling.
hope this helps, anyway, pretty sure that using the script is better, so wait for other´s advice in order to farm with the script.
Regards,
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Hello,
what map? O.o
Pepperidge farm.
Is it not this map the one all people are using with the script to farm???? sorry if not....
I always farm in this map: Pepperidge farm. |
upsss double post, sorry, my fault. |