Nope, it's tied to the MG itself (at least from what i briefly test on cheatcommands and own xp).
Get Guards with DP, lose DP (both) and lose button. Make non upgrade guards pick a DP from the ground and they get button.
I was quite sure they had no weapon when I used button |
That's because the Button ability is tied to their LMGs, not to their PTRSs, the more you know.
no is tied to the upgrade no the mg themselves |
For some reason, I am imagining a guard squad with 2 dropped PTRS, and using 4 LMG-34..... THE NEW META!
1 squad 4 panzer sherck + button it would be hilarious |
Would it be possible to change mg damage profile to area damage ? We could put negative multiplayer on target table vs inf so the damage is the same vs 1 squad but the more there are the more damage and suppression they get |
Hope they will fix it then as its just bad when you have that vet3 guards with only one ptrs rifle
you know what's hilarious when your guard lose all team weapon but still button a tank I was like wtf |
Ok after all the changes they have been through I think penal are finally good but we have a big problem and is the same as rifle company ,flamer on a strong and numerous unit , penal force you out of cover with flamer and the stv slaughter you out of cover but just removing it would leave them without upgrade so how about letting them get dp28 locked behind teching ? 1 at tier 3 and the other at tier 4
Obviously we need to tone down the accuracy vet bonus from 60% to 40% or they would be op |
Lol.
+1 dude on adding nothing to the conversation...
If your going to reply to other users posts then try posting something relevant. My post spoke solely to the cost, timing and relevance of grenades in response to countering mgs.
I know full well how the concept of flanking works and unlike soviets i don't need to rely on oorah either.
Your second sentence makes zero sense whatsoever. I am guessing your try to look clever or something, not sure really.
Your reference to the pack howie is relevant because ?????
you argue that nade are not such a reliable counter to mg , but that because of their versatility they work on other thing too a mg counter is a vehicle that from ww1 pack howi work too the mortar was not needed in the first place and was implemented the wrong way |
The logic to this statement is true, to an extent. The game is largely built upon teching, upgrading and building units and buildings to counter what opponent is doing. However having to spend 25f and 150mp to access an ability that then has an ongoing muni cost to counter a unit that can be built from the start of the game is where your argument falls to pieces.
I am not disputing the effectiveness of grenades, rather the cost so early in the game as well as the fact no other faction has to tech to counter a unit built at minute zero. Please do not respond with "soviets have to tech to t1 or t2" or "soviets have to tech to flame nades" etc etc etc. Every faction has different teching cost, different starting resource and it is not required for this argument.
I am surprised however that the cost of grenades and weapon racks are not reversed.
If usf are, as you say required to tech to grenades, then the cost of t1 has to come down. M20 meta is virtually dead as it is.
Personally i almost never go grenades, unless i am facing mg spam ( 3+ ) or if the ostheer player is being overy agressive with mg positioning.
well you know there is this thing called flanking ,Soviet know it very well
If you don't want nade which btw magically work on inf too and smoke work on tank wooooo
Pack howitzer has much range and good aoe it may cost much but it is very good |
dude i almost thought you were aaa i suggest to change avatar
now on topic yea they need buy back and to fix the aim time of ptrs |
Isn't this thing a bit op?
I don't think I need to say more on this, I just want to hear your opinion?
That one and only ability can turn the whole tide in game, it's so freaking easy, it demands absolutely no effort or micro.
Yes, I'm mad.
I lose so many tanks to this, now losing the whole game, I managed to make one huge come back only to see my only tank get torn appart by this thing, and it's not like I didn't try to avoid it, a stug is superior in both range and penetration, so what could I have done to prevent it if I can't know precisely when he is going to use it (he had 2 tanks by the way but not like it matters I was about to kill one of them, before stugs appears out of nowhere and stuns my tank).
stug don't have stun ...... Puma does ..... |