Conscripts in my opinion are fine. Penile bars are not and could use a looking at.
I uh, don't really know what you mean. |
Thread: B-425 Dec 2015, 21:16 PM
Increase accuracy, reduce AoE, add suppression.
I mean hey, we'd all shit ourselves and hug the ground if that blew up anywhere near us. |
I just saw somewhere that cover is nullified from attacks within a 10 unit radius. Is this true?
Quite so. Garrisoned buildings, on that note, don't have this happen to them. You can test it Semoskiy with the CheatCommands mod by placing a squad inside the building next to the eastern cutoff (say, a Grenadier squad) with an enemy squad behind the heavy cover wall by the building (say, a Conscript squad). You'll find the heavy cover squad will certainly lose, because they don't get the benefit of cover in that situation while the garrisoned squad does. |
Its biggest advantage is mostly the fact the Scripts can get into light cover without having to bunch up in light cover.
When I think about it, I can't see any issue with letting Scripts use HtD while suppressed. The range of Molotovs is short enough and suppressing is rapid enough that there's very few situations where they'll get suppressed and be in range to toss a Molotov anyway - it'd mostly just be a bit helpful for a suppressed squad to do more damage before running away. |
Isn't reinforcement cost tied to total unit cost though?
RoyEs already got a veterancy bonus to reduce reinforcement cost. |
Scripts are fine, Penals just not need to be bad and Molotovs (as well as Incendiary Grenades) could use a slight buff to their DoT tick speed. |
I like the Idea of XP from defusing mines but not from kills, seems like it would be a tad broken. Plus would that count demos as well? That would be too easy.
I think there is already a limitation on how much XP a unit can receive at once (which is why the mother of all blobs hit by an RGD-33 won't instantly turn a Guard squad to vet 3), but if they were to give XP from kills, it should definitely be strictly limited so CEs can't get like a whole vet rank because a KT killed itself on one of their mines. |
PS
Of course we don't want army of vet 5 SP and vet 3 Engis, so the amount of experirnce would be quite small, but still enought to give you vet over time.
Could just not give it to WFA and UKF. Not like SPs can't put away sweepers and REs (uh, both factions) can't still upgrade a weapon. In fact, perhaps they could make getting XP from it reserved only for Pios/CEs upgraded a sweeper? |
It pretty much just has to do with the tank's speed. Faster tanks will usually tend to run over infantry before they can leap away (Oh and, CoH2's M10 still runs over infantry hilariously easily). I don't think there's much in the way of infantry differences to avoid getting crushed aside from their initial formation being bad before the tank drives into them. |
USF officer design needs to be reworked. Right now there is no incentive to replace officer units once they get wiped.
While Major's basically a retreat point with other dreadfully overpriced junk and the Lt.'s pretty bland, Captain's fine. All of his aspects are pretty much good and useful.
Arty officer has cheap smoke barrage and has 7.44DPS on his luger at close range, he is deadly at extreme close range fights since he starts spamming his luger every 0.3 sec and empties the whole clip on a enemy soldier in 3 seconds, but after that he needs to reload the 8 round magazine for another 3 seconds, so he is kinda hard unit to use if you want to get the best DPS out of the squad
That's like at kissing range though, so he remains rather impractical. |