If you want full-speed planting, go for assault engineers or Recon doctrine paratroopers. Riflemen are just too spammable for this kind of utility.
Did you miss where I said move it to RE? |
It takes longer because you have 3-5 riflemen squads everywhere on the map. Other factions have to assign dedicated engineers (which could be repairing, etc).
But USF mines are doctrinal, where the other sides always have them. USF is already penalized for not having them as a default and then further penalized once they get them? Heck, then at least make the doctrine so REs can plant mines instead of Rifles in the same time as other engineering squads. The long laying time of the mines is too much, IMO. |
That change has been reverted a few weeks ago; Sturmpioneer is once again the starting unit. Can you link to the post where you read this, so that I can edit it? The original post should be up-to-date.
Wut? I guess I misread something somewhere. And nutz to reverting it back. SPs will own the start point, but at least the Kubel won't be as effective.
It's the same for all mainline infantry unit engineering tasks; they take longer because they are more spammable (e.g., Volks mine-laying, Tommy emplacement-building etc)
Can you explain? It takes longer because there's more riflemen? |
I like the changes I'm reading with the Kubel and swapping it as a starting unit. The OKW SP is the single most powerful starting unit in the game and it could dominate any capture point. Now, with the weaker Kubel, it reads that all sides can fight "equally" for the starting contested capture point. By the time the SP arrives, the other squads can arrive. I believe this will make a more even fight for first capture points.
It reads also, that the Kubel cheese cancer is no longer viable. RE's now have a chance to contest an important capture point.
As for the mod, is nothing being done for USF Rifleman mine laying time? Why is that the longest time for any mine laying in the game? |
Thread: The 10%30 Jun 2017, 20:28 PM
Tip: Stop playing 3v3/4v4 random.
Team up as allies with your friends ("arranged team"), or switch to 2v2 random
You gonna add me? Not everybody has a long list of online "friends" at their beck and call to play AT games at any given time. |
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I think this suggestion is at least worth testing, balancing something is 100% better than out right removal, period. Every time something gets radically changed in this game things just get worse or dumber problems pop up.
Since the hate seems to be on blobs (which is justified) why don't we focus on dealing with the issue of blobbing first.
FRP is not the cause of blobs but only exacerbates it, we should fix the root issue of blobbing first (I don't pretend know how, maybe debuff or something). Before going off and removing or changing things. Maybe an easy answer would be to lock the FRP purchase upgrade behind T4, so at least when blobbing does start to ramp up with FRP it should be easier to deal with. But again that wont fix the issue which is known as blobbing.
Blobbing should still be possible for new players who lack the micro ability to play correctly, but it has to really not pay off to do. Longer retreat times is a good argument but in larger games with lots of players wont be effective on smaller maps (like the port or hill 400).
Maybe add a penalty for units clumped together? Say any squad that overlaps another squads gets some cover penalty (like decreases green cover to yellow cover) or the rate of fire is slowed...? |
This is all true for sure.
But really continuously retreating your blob is achieving nothing and you still lose map presence; just not as much without your FRP.
In skilled games blobbing is not successful (or should not be). I think as players get better at micro they learn fast that blobbing doesn't pay. The only ways blobbing pays off is if the opponent doesn't know how to handle the blob or if the blob's units are just unbalanced to being with.
But really, what I have heard you yourself call this game "Micro: the game" we should try to discourage the blobbing mechanic period. Not having a FRP doesn't stop Sov players from blobbing Penals, so FRP removal will not fix this issue.
Here's how blobbing works with FRPs (especially early game OKW):
The blob comes and you successfully repel it, all squads are intact, but you've lost models across the board. Now, instead of having a fair time to lick your wounds... *poof* here's the blob again, complete with full squads. You're still down models, so you're out-manned at the get go. Say you repel it AGAIN, down more models and maybe retreated a squad all the way to HQ. Your squad(s) is still coming back, and you have half strength at the front and *poof* again, here's the blob with complete squads attacking en masse. Now you're done. Further, by the time the distances between their FRP and your HQ is equal, so retreat time is equal for both, well, they now own more of the map. All from A-move with a blob. No reason to flank or whatever, because with the FRP, they can recover faster and back in action sooner than you can.
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FWIW, all mortars can do the same thing (hide behind a building). Why is it that it can shoot out and through the building in a trajectory and not get shot blocked, but an incoming mortar ON THE SAME TRAJECTORY gets shot blocked?
I don't like that some projectiles are shot blocked, and others are not. FFS, make shot blockers shot blockers. Why do the laws of physics not apply to some units? To me, that's more annoying. If the building blocks the incoming round, it should block the outgoing round, too. Therefore, mortar (in general), couldn't hide behind buildings to shoot all things equally. |
The truck mechanic of OKW I have no problem with. The fact that IT is the FRP is the problem. It's too early and too tough for the early tier units, IMO, especially with OKW's early fuel owning units. Give a Kubel the FRP ability, or a special officer, but not the truck itself and only allow to reinforce with the FRP unit and a truck within a certain range. |