Smoke grenade and increased speed&damage reduction next to vehicles. No need to delve deeper into it, smoke will fix the problem of closing in and the passive will make them even more attractive.
I'm sorry and how much are we increasing the price?
When you say increased speed do you mean sprinting? Or they're just walking faster while firing? Because I don't think there's a single squad in the game that has the latter. And damage reduction isnt that common either, for good reasons
I think they need a buff but that seems like far too much IMO |
Some forms of this idea seem already here, but maybe have them start with 2 stgs and 2 kar98ks? Then they can upgrade to all stgs (and maybe a 5th man?), or stay at 4 men and replace the kars with shrecks.
Maybe make the grenade exclusive to the stg upgrade, and give some kind of AT ability to the shreck upgrade too. Some costs would need adjusting, but specialising the two options even more seems like it would be good for the game |
What about a forced retreat mechanic? This is VERY hypothetical but what if the b4 had a smaller kill radius, less scatter, and units that weren't killed but damaged were forced to retreat?
For vehicles their could be crits. Things like gun loader injured or turret jam. Not stuns or engine damage, because that could make it even stronger |
"Air Resupply Operation" is op for cost especially when compared to with para abilities or Osttruppen one. The cost of the ability should be looked.
True I didn't mean to suggest otherwise. I don't want airbornes ability/potential new ability to be as OP as that. Just for the gap between them not to be as large. Which i think is what you're going for anyway |
Sry buddy didnt mean to insult you, at least not directly. But consider my words, nowdays anything is taken as an insult as long as you victimize enough. We can argue anytime in my mother language, but thats not something you seem to want.
You have very clearly insulted me in other threads, so much so that mods had to remove it. This has nothing to do with interpretation.
Oh, my intelligence is being insulted! You dont play fair at all, maybe i shoulnt too...
Can you please stop trolling me?
Firstly, this is a USF being near OP thread, thats clear offtopic.
Secondly, if you so like to test things, why dont we test on allied factions too? I mean, volks nades and stgs are the main focus on "testing nerfs" since a couple patches ago. Its not funny to have someone messing around "trying" things without an objective. Because of that just dont "test" point out the problem, give a solution, implement it and done.
I wasn't even talking to you here. You take this comment out of the context of who it was responding to, and just start rambling. Please stop quoting me if you're gonna keep misrepresenting EVERYTHING I SAY. |
Can we also rework Airborne's airdrop abilities? With all the Commander abilities being merged these days, why does the Airborne Commander have the worst supply drop ship abilities.
We have drops giving 2 support weapons and bonus/healing crates, but airborne has 2 separate abilities dropping single support weapons. And with the US tech change its easier to access AT guns AND mgs so that feature of airborne is less helpful |
you struggle with numbers because you are missing the only one point here.
Can you stop insulting my intelligence EVERY SINGLE TIME you quote me. The only thing I'm struggling to understand here is your English
Imagine obers being T0, able to upgrade LMG34 and IRstgs at the same time, thats batshit OP, now imagine someone wanting that to be "as cheap as" riflemen double bar upgrade. Mirroring logic as an example, dont go nuts.
Like what does this have to do with anything? That's not even a remotely reasonable analogy to what I'm talking about, this is a stupid exaggeration for the sake of attacking me
And Surprise! UFS starts with 20 fuel to compensate.
Furthermore OKW has a more expensive tech tree, so the cost for flame grenades and STGs is rolled into it.
Well aware, I'm not implying we just slap a cost on it and don't change anything else in tandem. The element of making the actual decision of when to upgrade matters, and even if the numbers are tweaked so that the math here doesn't change, it would be a good change.
One could also experiment with locking stgs or nades behind a specific tech and changing the costs around. I don't see the issue in testing out some changes in a preview when the initial addition of stgs to volks was never tested at all.
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Riflemen win against volks without upgrades too, they just obliterate them with upgrades and vet, and BARs cost 15 fuel 150mp to unlock.
Grenades+bars cost 300mp and 30 fuel added together. Unless you play OKW without using flame nades...
I didn't say rifleman don't beat volks. I said cons and volks are further apart in performance than volks and rifles, despite being much closer in cost. I don't know why you're telling me that Rifleman beat volks |
Double Bar Riflemen eat STG Volks for breakfast, there is just no way to deny it. And it´s good like that because Riflemen are overall more expensive.
For what you pay for rifleman they really should eat them even more. Look at how badly volks smack around cons over 10mp and 60 Muni. Hell if you include cons side tech volks are essentially cheaper and yet they own cons.
Meanwhile I invest 120 Muni on each, 300 mp and 30 fuel at the HQ, all for a squad that already costs more to buy and reinforce.
Maybe this is more a statement against conscripts than Rifleman. But all I know for certain is volks are too cost effective. |
It's only so strong on the rakk because it can be invisible AND come to you
*And because it can retreat
Id argue that's the bigger problem, the ZiS can move and it has longer range. But if you creep too far it's a free AT gun for your opponent |