You need 3 entities to re man weapon.
You will pay 0 reinforce costs afterwards.
Can you put the pieces together and guess why?
I think his point is that even if you recrew, there isn't much point because the reinforcement costs will be huge. |
Let's not beat around the bush, this upgrade is clearly not used much if at all whether it's because .30 cal as the mutually exclusive alternative, or whether it's because they don't perform up to par, that's the case.
So what should be done to change that? |
It would be good if they just worked a bit like normal pathfinders. Or had their call-in range increased. The artillery is good, but they have to get up in the face of their enemy to use it, you can't even really use it against flak trucks for this reason.
If they remain as is and the majors arty gets buffed like it should, no one will really bother with these guys.
I think Vet 2 should be a range increase and Vet 3 should be a reload time reduction for the artillery.
So basically turn them into Soviet Snipers which can call in arty in addition? There are hardly any players that would support this, 2 men snipers squads are bullshit imo. The Ostheer sniper is the only sniper implemented proper into the game - a very fragile unit that can inflict huge damage.
But USF snipers were mostly marksmen in squads and not solitary assassins. Maybe it could just have a high fire rate, perfect accuracy, but kill in two hits and not one? |
What do you guys think? 2 man squad, higher cost, but they could be a doctrinal Sniper squad that calls in artillery. Would such a thing be interesting for USF? |
It's to balance out how they're the best performing snare in the game. |
Let me know about this:
G43 on Pgrens are better then on grens? What's different? Someone could show?
More accuracy on the former |
Way, way, waaaay too many drastic changes for my liking(basically whole new game you've made there), but one thing I like-the pop cap change for heavies, that is a spot on change making people think twice before going for heavies.
Well in the games we played, gameplay flows pretty similarly. You just get more options, your old options aren't made worse at all. What's too drastic? |
Update! This time, there are some changes to USF doctrines.
- IR Pathfinders now gain sight radius at each veterancy level. Veterancy level 2 increases artillery call-in range and 3 reduces barrage reload time.
- Pathfinders of all kinds can now spawn from buildings.
- Airborne Company Pathfinders received a new ability: Support Fire.
This ability costs a hefty 40 munitions and requires the squad to wield at least 1 automatic weapon of any kind. It improves burst length, accuracy and range drastically, with a severe recieved accuracy penalty. They won't achieve much on their own except perhaps outside a 1v1 with an undergunned enemy squad, but if the grunts are taking the damage for them, Pathfinders with BARs or captured LMGs will now deal far more damage than their grunt counterparts! Lasts 20 seconds.
- Withdraw and Refit gives full refund.
- Vehicle Crew Thompsons cost 20 munitions.
- M3 Halftrack Assault Group no longer contains Assault Engineers, but Cavalry Riflemen. The ability now costs 600 MP and 30 fuel.
Cavalry Riflemen are Riflemen equipped with Thompson SMGs. Their only ability is the frag grenade, usable after being upgraded at the base.
The Thompson SMGs are identical to Panzergrenadier STG44's, except they have 4 damage instead of 5. Meaning, the squad equals a Panzergrenadier squad in weapon performance, while they are more durable as a result of having 5 men in the squadron. They also have similar base accuracy and received accuracy to Panzergrenadiers. They are a bit lacking at the ability front right now and I didn't want to give them satchel charges, so feel free to make suggestions. They cost 400 MP on their own; giving them a reinforce cost of 40 MP per man.
Unique veterancy bonuses are as follows; they also maintain Riflemen veterancy outside of this:
Veterancy 1: Cavalry Riflemen neutralize enemy territory faster. This level has no combat benefit.
Veterancy 2: Cavalry Riflemen receive 2 pilfered Infrared Stg44s. These rifles take no weapon slots so you can still pick other weapons up or buy them at weapon racks and have identical performance to the Thompsons, except with 5 damage instead of 4; a 20% DPS increase compared to the Thompson. They partially ignore cover and garrison bonuses like their Obersoldaten counterpart, but they don't have quite as much DPS. They also provide a camoflauge detection bonus to Cavalry Riflemen. Since only two members receive these rifles, the actual DPS increase for the squad is actually just 10%, but they gain the aforementioned benefits as well. Cooldown bonus for Vet 2 removed.
Veterancy 3 remains the same. |
Thread: Stug IV21 Mar 2015, 20:57 PM
It's completely unnecessary because Panther takes that role. If you need a dedicated tank destroyer, there is Elefant. Ostheer has more AT options than anyone. |
I think this ability would be fine if it were just free. That's what I did in my minimod and so far it has been pretty useful, especially for seeing retreating enemy tanks. |