I would rather simply see flamers being swamp for rifle-grenades and moved to riflemen (maybe taking all weapon slots).
I think that takes away from the uniqueness of the Urban Assault Commander.
Less shared between doctrines is good for commander diversity. |
seems good, but i feels instated of fire up a more utility related skill might work better i mean it's a vet sergeant
I wanted to retain it from the current version. I don’t want the changes to be too radical. |
Grens cry in a corner without doctrines.
Conscripts go over to Grens and they hug, both knowing what it was like to once be the most important two units in the game and now are regulated to the sidelines. |
With the many commander reworks that have happened, it seems like USF's Rifle Company has gotten gradually reduced in strength. This Company used to be way to strong and definitely OP, but now has been nerfed into obscurity. Additionally, it no longer fits its own theme. The upgrades it gives to Riflemen are marginal and are overshadowed by other, better Commanders. What follows is my proposal for a rework of the commander thats goal is to make Rifle Company relevant again, work thematically and also not become OP. All Commanders should be good, but none should be too good.
(0) CP - Rifleman Field Defenses.
Just like in the other Commanders. It fits thematically
with a Rifle Company that supports Rifleman play. Enough said.
(0) CP - M4A3(E8) "Easy Eight" Sherman Tank.
No changes. The Easy Eight is really the only reason to go for Rifle Company right now and it doesn't require any changes.
(0) CP - Rear Echelon Troops M2 Flamethrower Upgrade
No Changes. Still a staple of the commander and is not too strong. Plus it is one of only two ways that USF can get a flamethrower.
(2) CP - Veteran Sergeant Upgrade.
New Ability that adds a Veteran Sergeant to a Riflemen Squad.
Cost 60 Munitions. Takes up one weapon slot.
Adds the Veteran Sergeant. Armed with an M1 Carbine with the stats of the Paratrooper M1 Carbine, he adds a small amount of firepower to the squad with his extra Carbine, but his strength lies in adding to the survivability to the squad with his extra model of health and the passive buffs he gives to the squad. The Sergeant grants a 5% reduction in received accuracy to the squad and a 10% buff to the rate the squad gains veterancy. He also grants the squad the Fire Up ability and the ability to launch flares. (This way you combine the previous two abilities into one commander spot, but then locks these two abilities behind an upgrade.) At Vet 3 the Veteran Sergeant allows the squad to heal while out of combat, just as Rangers and Paratroopers do.
The Sergeant himself should use a model that makes it easy to identify a squad that has the upgrade, just like how the 6th man in an Assault Grenadier uses the model of a PanzerGrenadier. I suggest that the model used should be a regular Rifleman model, but with the radio backpack of the Pathfinders added to him. I am not sure if this can be done, but I think it would be a good choice if it can be. If that cannot be done, then the model of the Lieutenant could be used, as it has no identifying insignia or drastic uniform differences that would identify him as not belonging to a regular infantry unit. (Pathfinders have Paratrooper uniforms, Rangers have Ranger insignia painted on their helmets, etc.) The unit icon should add Sergeant Chevrons above the crossed rifles. (Look up current US Marine Corps Sergeant Chevrons for a good idea of what this would look like.)
(6) CP - White Phosphorous Smoke Barrage
No changes.
Some might say that this would be too strong to have 6 man Riflemen, who are already pretty good, but by making this ability take up a weapon slot, you prevent a 6 man squad having double BARs. In fact, a double BAR squad will still have better firepower than a single BAR Veteran Sergeant
upgraded squad for the same cost in munitions. This allows for choices to be made in your upgrading decisions, where the Veteran Sergeant gives you better survivability, and the double BARs gives you better firepower. Thematically this works by reducing the number of BARs in each squad, which means more rifles per squad, hence Rifle Company (Not BAR Company Lol). It also allows the reuse of discarded voice lines from the old Veteran Riflemen ability where the announcer says something like "Veteran know-how can now better train our Riflemen." Honestly I think it's a good fit for the Commander that makes it more appealing to play, but doesn't suddenly make the commander too strong or game breaking.
Let me know what you think!
GL, HF. |
Nope. That’s the trade off for stacking that many weapons on one squad.
It’s a high risk-high reward choice that you make when you do it.
Honestly it’s not even that high of a risk, but a risk nonetheless. |
I wish people could stop arguing and actually discuss cordially with one another about legitimate suggestions.
*sigh.....*
“War.... war never changes....” |
I say leave it as it is for now. In the upcoming tournament AE is running we will see what is OP and what is not.
Honestly I say this for all things related to the patch. Leave it all alone until after the tournament and that will be a good amount of time for the masses to play and adjust and then get some high level games in too. |
You can also reuse the voice like from the old Veteran Riflemen ability.
“Veteran know-how can now better train our Riflemen!” |
Back on topic: how do people actually feel about a Veteran Sergeant upgrade for Riflemen?
How would you implement it? What weapon should the Sergeant have? What model should be used for him? Can we put a radio pack on him? How much should it cost? What sort of bonuses should he impart on the squad passively? What sort of abilities should he grant the squad?
My vote: 60 munition upgrade, doctrinally granted by Rifle Company. Takes up one weapon slot.
Grants the squad a Veteran Sergeant who is armed with a Paratrooper M1 Carbine and uses the standard Rifleman skin with a radio backpack on from the Pathfinder model, if possible. If not possible then use the Lieutenant model or the Ranger model. Grants a passive received accuracy reduction by 5% and a 10% bonus to how fast the squad gains veterancy. At vet 3 also gains passive healing when out of combat.
Pros: better survivability by adding the extra member and RA bonus. Faster vet also helps survivability and passive heal helps survivability further.
Cons: locked to a doctrine, takes up a weapon slot, so no double BARs or Bazookas. Costs the same as a BAR. |
Basically what was suggested would be best. +1 model but it costs 60-100muni, and takes up a weapon slot. Even then, though, it would be a balancing nightmare since it's just furthering mainline infantry powercreep, but just with HP instead of DPS. Grens are already having trouble with 5-man, vet 3 rifles; how are they going to do against 6 man squads?
The overwhelming firepower of vet 3, double BAR Riflemen is mostly from the double BARs.
A 6 man squad upgrade that takes up one of the weapon slots would prevent adding a second BAR to the squad. That is right in line with how 7 man Conscripts and 5 man Grenadiers cannot get another upgrade. I think it’s a fair trade, that were it to be implemented, would be no more unbalanced than 7 man Conscripts or 5 man Grenadiers.
Most importantly, it must be locked to a doctrine. I’d say that it’s the perfect fit for a rework of USF Rifle Company. |