Thread: USF OP1 Aug 2015, 21:09 PM
9/10 thread, pretty good everyone. |
- MG34 to HQ with cost increased to 240 and gets it's old damage back and a vet 1 ability that drastically increases ROF at the cost of not firing for a few seconds after the ability is done
I just got Techmarine Plasma Gun flashbacks |
You need a psychologist if you have game everywhere , even in your own life (eg. where will be best for sniper in my town)
Everything can be cured
I probably shouldn't tell you about how I saw cars around me exploding all the time when I was big on CoD4, huh. |
It always has... or that is what i had always used...
I did too!
Sometimes. Map-dependent of course.
Though it'd usually go to pot later by an inevitable one-shot squad-wipe even if it worked beforehand for me... |
They really don't. It's negligible at best. Besides, Shocks have a lot of armor, they can shrug it off.
I'm going to have to disagree that 4.26 times as much damage at range 16 is a difference not worth noting.
Back onto Rangers, and what some have suggested it would be interesting if they could capture faster, but what about maybe making them move slightly faster than basic infantry? Give them M1 Garands that are better at long-range, but worse at short versus those of a Rifleman and you'd have an interesting skirmisher unit. Camouflage stock or part of vet would make them pretty unique troops. We actually don't have any infantry that is really got at hit-and-run aside from Shrecks firing and then backpedaling from tanks and Jeagar Light Infantry.
That also struck me as a neat idea, but I'd imagine it'd be more likely Relic would just give them out-of-combat sprint if they were thinking about making them generally move faster in any way. I'd imagine there's a very good reason for making literally ever infantry unit exactly the same speed outside of abilities throughout the series - probably to not make any particular infantry unit not automatically screw over AT guns that can't retreat. |
ETA: on the issue of troops clipping into each other, I suspect this is deliberate. Because when units are not allowed to occupy the same space, it can produce other problems: frex, getting jammed up on each other when trying to enter or exit a building. The same applies to vehicles, you quite often see friendly vehicles drive right through each other, because this minimises traffic jams.
So all the times I've watched my vehicles get stuck on each other in tight spaces while reversing away is the actual bug?
I'd actually be OK with that. |
One useful approach might be to look at what Rangers are "famous for" in WW2, and build abilities on that theme. I can't find much info, but one page I just found mentions surprise night attacks and living off the land. From that it's possible to suggest things like camouflage in cover, and healing when out of combat.
I definitely don't want them to be another ol' 1337 pewpewpewers.
Personally, I think faster decapping ability would be an interesting trait for "light infantry" sort of units. No infantry unit has something like that yet, which I feel is a bit of a missed opportunity. |
bet u be really pissed if u accidentally press the T key by mistake when in combat especially if your units were not even close to death yet. mistakes and accidents DO happen.
I wouldn't press T by accident because I use gridkeys.
I certainly have accidentally retreated units, but it hasn't happened while intending frag spamming. |
that doesn't sound like fun does it?
I have fun pressing buttons.
Also, forgot to say: It's in addition to the current benefits. |
And then the rage when someone decides they were owed a fuel cache and so nuke someone else's cache with arty or a call in...
Pretty much it.
Would fix like 99% of the issues of big team games, but likely cause a new very big one. |