Where is this "build Spios only and never build Volks" meta you speak of?
Probably in the same place where your counter-arguments to my points are, which is nowhere to be found.
You said it's a no-brainer to steal a TW,I gave you a few examples where it isn't
If you don't see a value in keeping a full squad at the frontlie, the the ability to deny a teamweapon anywhere, anytime with no supporting AT weaponry, and if you want to ignore the risks of stealing a TW, then so be it.
Shit I even agreed that ability to do that is NOT a huge issue, but saying the ability has no value is wrong. |
Anyway, what officer rifle buffs are you referring to?
When riflemen got buffed (min range from 3 to 6) so did the officers since they all use the same weapon
USF
Riflemen
Riflemen are solid infantry that scale well, but we would like to put more emphasis on their mid-to-short range capabilities versus those of the long-range focused Axis squads. Their near range has been increased to slightly improve their performance between 3 - 16m.
M1 Garand Near range from 3 to 6; affects USF Officer squad members
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It seems like a no brained to steal a TW instead of salvaging it.
Not really, stealing a weapon comes with a risk since it leaves your Sturmpio squad at 1 model
It also forces you to retreat, or at least back off to a bunker/251/battlegroup to reinforce your squad
If you salvage you can keep the squad on the frontline to push/lay mines etc.
Not that I agree with OP, I don't think its a big issue at all. Just mildly annoying that OKW gets to deny TW without needing AT guns/Vehicles/AT upgrades like everyone else. |
Here's an Idea, Keep the Airlanding officer as it is (same skills, models etc.(or rename to Commando Officer?) Assault officer get renamed and stays as it is now in the mod. Then make them exclusive to each other (if one is on the battlefield, the other can't be built/called in)
Vanguard stays as it always was, and we can all be happy. |
Will see if its possible to make the glider repairable.
All Units mod has repairable gliders (and whole bunch of other nifty things) so it's deffinitely possible. |
The damage was reduced but the ROF was increased and so was penetration.
the m36 could not kill a PzIV with 3 shot unless using HVAP.
So what you are saying is that Jackson could kill P4 in 3 shots.
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We could rollback the 600 health back to 480. And it's armor down to Stuart level.
... We could also bring back it's dps 160 back to 240 dmg
Popcap -2 Fuel Cost -20
(Note the Panther got a Health buff since)
So 12 pop, 125 fuel, 240 dps Jackson with less health.
Yes! I loved the old Jackson, when microed properly it was an utter machine.
Imagine 3-shotting P4s and 4 shotting Panthers, delicious. Stug E? 2 hits and its gone XD
I'm pretty sure the "more health less damage" was for the benefit of medium/lighter vehicles
Not sure if going back is will help.
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Once a USF player (or more, in larger modes) has 2+ m36s, building a P4 is pointless. If both M36s fire at the same time, the P4 is dropped instantly to 50% HP and forced to retreat.
Once a ost/okw player (or more, in larger modes) has Panther/2+ JP4, building a M4/T34/Cromwell is pointless...
etc.
I'm not against a nerf to M36, but that situation is hardly an argument for anything, unless it gets nerfed so hard it becomes soft removed from the game, it will still do that.
I'm really sorry that 280 fuel of pure at vehicles kills you 140 fuel generalist.
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How often do you use this? I have never seen anything like this from pro players.
Spoiler: I'm not a pro player, and neither are you.
How often? I don't know, but it happens, occasionally.
exactly
Then why are you proposing to add all of these upgrades? Unless you want to take options AWAY from the USF, at which point It's more of a nerf than anything. I'm not sure what your angle here is, you want to take away weapon rack because you can't be bothered to go back to base (it's not like your inf ever retreats or anything) And you want to drop the side tech, even though they are a part of the entire tech structure, And have been part of the USF design from the start? If the side techs are gone, fuel cost of all base techs will have to go up.
Are you scared of having a choice or what? |
Weapon racks are cool, and all about options, It's optimal to get RET zooks, and BARs to RM, but you have the option to do the opposite in a pinch, I also like how it allows you to mix the weapons, spread or concentrate the firepower (going double BAR on fewer squads, or single BAR on everyone)
also getting weapons is instant and doesn't get in the way of reinforcement queue. Also what about Ass engies? Cavalry RM? Triple BAR Rangers?
Putting so many weapon/upgrade options on all of the USF infantry is just unnecessairy clutter. |