What do you guys think about Infantry Doctrine: Rapid Response?
You can build what? Rifles or snipers like 8 seconds faster?
Until I get that 1 cp I already have 3 Rifles out, which means it basically gets me 1 rifle and maybe some later Infantry a few seconds earlier.
Most of the games people do the artillery tree, which makes you get it at 6 cp giving exactly no advantage at all.
Compared to other 1 cp abilities like ftf,zeal,recon etc its pretty much bullshit and only used in high ress noob games.
It should get a change. |
You are rank: Last
in where to post that thread |
Why not stop the BARs from dropping in the first place?
SG44's don't drop. G43s don't drop. MP40s and their analog, the Thompsons, don't drop.
LMGs drop, but they are a crewed weapon like the AT weapons and don't have an analog in the US doctrine (though their Brit analog, the Bren, does drop).
Everybody loves picking up weapons, should be the other way around, but not too much |
As if 1 person plays coh competitively.
There exists no prize money worth mentioning it.
sheople.
First 15 minutes you don't even have enough ammo to lay mines.
200mp reloads my treadbreaker. For 260 I get a whole new unit with treadbreaking ability. |
I know, no OF. But how about a change to the Ammo Sdkfz from Pe?
200mp for a unit to lay mines is a joke. |
Is there a way to contact Smoking Gun? |
Sooner or later the vanilla changes are done and the OF work begins.
Then we have to redo a lot of work, because he haven't thought about it initally.
I'm not obsessed at punishing veterancy one bit. As if a 1 mp cots difference between a veterancy stage is much.
But a random 3mp change is a difference and it should be adequate.
Tommy initally thought about increasing Volx cost from 22 to 24mp.
Then we have 2 situations: Gamestart: Everything is fine.
Lategame: 50-80% Hp vet 0 Volx fights against vet 3 Rifle. Not adequate.
Now we have a Rifle Mp decrease from 27 to 24.
Gamestart: Everything fine.
Lategame: Vet3 Rifles with 4 Bars rapes anything, not adequate. |
If the reinforce costs chained to vet doesn't work, you could chain it to Tech/Buildings.
As far as I know Volx cap is increased from 1 to 1,25 with teching Tier 3. So reinforce costs could be treated the same with T2/T3/T4 or in case of USA Supplyyard, T3/T4
What are the numbers of hp and damage between Krad, jeep and schwimmwagen now?
After your patch it seems like
HP Krad<Jeep<Schwimmwagen
Dmg Krad=Schwimmwagen<Jeep
But the interesting thing is the build time, the jeep should come a lot quicker, than the schwimmwagen?
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Sounds good.
If you somehow manage to chain the reinforce costs to vet1,2,3 or a tech or specific buildings that would improve the gameplay even further.
24mp reinforce for a vet 3 rifle with 2 bars and a schrecks seems unbalanced. 24mp for Volx vet 3 sounds fair though.
24mp vet0rifle
25mp vet1rifle
26mp vet2rifle
27mp vet3rifle
22mp vet0 volx
23mp vet2 volx
24mp vet3 volx
Jeep damage from 5-6 sounds little, but it's literally a 20% dmg buff, which really fucks the krad up, as it can't move backwards. Also the Kettenkrad will be raped and gets a damaged engine ultra fast. You should give the jeep a damage buff versus Snipers only.
Why the quad change? units staying garissoned will make the demorush less skilled, because you don't have to time the uprade anymore.
Which Flammewerfer has a damage buff from 30 to 35? It's ok for the sdkfz as it's underused.
But vet3 Wehrmacht pios don't need that buff and also engineer flamer vs Pe don't need it either. |
I always used Cloaked Ketten/Mortar HT and Butterfly Bombs.
Makes Pe even more a 1 doctin only army against US :/ |