General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Here is bug outside of the WBP. I was experimenting with a weapons team style for USF. So I decided to use Cheap Team Weapons bulletin for well cheaper weapon teams. I noticed that while is says cost of these weapons will be reduced by 5% it only really does about 1 or 2%. I think the problem is that it only applies to the cost of the weapon itself and not the crew members.
The location of the bulletin is upgrade\intel_bulletins\ardennes_rewards\support\cheap_team_weapons, in case if you all have trouble finding it.
*New update: All call ins now have a delay timer so now they do not instantly spawn. Times change based on type of unit.
Infiltration are 10 sec,
Infantry are 30
Mid game vehicles are 60 secs
Heavies and late game are 120 sec
The quick fix solution I can think of is to have the call-ins on a timer rather than insta spawn, I would even go as far as to apply this to infantry also, it's already been discussed in-depth with infiltration units but I'm referring to all other off map call in infantry.
Here is bug outside of the WBP. I was experimenting with a weapons team style for USF. So I decided to use Cheap Team Weapons bulletin for well cheaper weapon teams. I noticed that while is says cost of these weapons will be reduced by 5% it only really does about 1 or 2%. I think the problem is that it only applies to the cost of the weapon itself and not the crew members.
The location of the bulletin is upgrade\intel_bulletins\ardennes_rewards\support\cheap_team_weapons, in case if you all have trouble finding it.
The quick fix solution I can think of is to have the call-ins on a timer rather than insta spawn, I would even go as far as to apply this to infantry also, it's already been discussed in-depth with infiltration units but I'm referring to all other off map call in infantry.
*New: All call ins now have a delay timer so now they do not instantly spawn. Times change based on type of unit.
Infiltration are 10 sec,
Infantry are 30
Mid game vehicles are 60 secs
Heavies and late game are 120 sec
2. Balancing Infiltration
We do not need more squad wiping machines but they need to be able to scale in the late game. Here are alterations. Also, all grenades start on cool down now
Partisans (SMG)
Stormtroopers
Fallschirmjagers
Infiltration commandos
3. Pershing
4. Demolition Charges
5. Free stuff from teching
6. Ostheer Teching
Conscripts
Shock troops
KV-1
All static Howitzers
Ostheer and US: Stormtrooper's, and Paratrooper's Tactical Assault and Riflemen Fire it up
If you detect 3 demo charges your opponent has lost 300 muni for nothing.
after this, your opponent usually stops laying them.
also demo charges usually mean no mines
Well, one problem is that if their first 90 munitions could go into a demo charge. When will an Ost/OKW player grab a mine sweeper if the first 90 muntions? An Ost player will prioritize a lmg and a med bunker first.
Just out of curiosity, why do you want to bundle research for grenades and snares together? You almost always need at least one of them, making it absolutely necessary to get this upgrade in every match. And if that's the case, you can just bind it to teching and make that more expensive.
Having to research grenades and snares separately requires the player to actually think about what to get at what point in the game and makes teching more flexible at the same time.
For me, molotovs are just too weak for the research cost. I would rather have that guy firing than winding up for a throw that my opponent has already moved out the way for.