What about a range nerf to all handheld AT so their range is approx the same as faust/at nades. That'd shake up the meta. Excluding PTRS/boys AT though. |
Hi all,
I'm really missing the old Rear Echelons. A nice cheap unit with a lot of flexibility for re-crewing weapons, grabbing map control, replacing losses, swapping with vehicle crews etc.
I've found a lot of my less rifleman heavy strats are no longer viable now, and swapping them out for vehicle crews very inefficient now. My perception is that the increase in combat performance is barely noticeable, but the increase in cost really bites.
Is this just me? I do kind of underestand the changes - before they were cheaper than pios and CE's, and with the new commander cheap flamethrower blobs were a big risk - but it just seems they've been priced out of their role.
How are you using them? Same as before or a bit more sparingly?
Have your strats with them been shut down, or have new ones opened up?
What do you think of their new combat performance?
Help me #adapt |
Would have much preferred a fuel cost for unlocks/upgrades than a straight increase in price per unit.
Grenades 15 fu/150 mp.
Shrecks: 15 fu/150 mp.
Medics on truck: 20 fu/150 mp.
Auto repair mechanics on truck: 15 fu/150 mp.
Flak cannon on truck: 10 ful/150 mp
Once all trucks deployed and all unlocks on trucks researched then the KT call in unlocks.
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http://steamcommunity.com/profiles/76561197995990010
I don't get to play as much as I used to, but I have an evangelical desire to make Thompson vehicle crews meta. I'm also so USF I don't even own okw. |
I guess you could say you spotted multiple bugs |
The most fun I've had with a game in ages. Normally say 'fun' a bit dismissively - like 4v4's are 'fun' but 1v1s and 2v2s are 'good'. Siege is like all the craziness, variety and spectacle of a 4v4, but with all the depth, nuance and strategy of a fine tuned 1v1. In an FPS. Barely played anything else all week |
I'm going to dust off the old double M15 build. Two of them together can beat a luchs and can beat a puma. Problem is puma can just outrange them, but with more access to adequate mines now baiting is easier.
Window of opportunity is much better now that jpIV is harder to get.
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Originally I was in favour of modifying it to be dependant on engine damage/snare, but I'd actually say it'd just be better off removed. There isn't equal access to snares or mines which would make forcing an abandon far easier for some factions.
I also think modifying it to be crit dependant would just make it another version of the old 5% health system, where just as you were about to get the killshot the enemy would roll a crit instead and escape. There are plenty of times I've sacrificed a cheap tank to finish off a snared, critted enemy tank that's limping home well supported through its own territory. I'd hate it if their wounded tank only ever got abandoned in such a situation. Just remove abandon and be done with it. |
The 200mp price tag has killed off swapping them out for vehicle crew Thompsons in the early game. Bit of a shame as that was my favourite niche strat. |
Playing whilst trying to improve my rank - Max salt.
Playing casually, mixed modes mixed teams anything I like - no salt. Much easier to do the 2nd option now as the search percentages are more even. |