You have already created the third such topic about the Assault Guard. And yes, this design is stupid. But there are defenders of such an absurd design. I myself played on the weekend with the Assault Guard, and Jeez, the only thing that’s good in this commander is the M4C. But M4C is not worth choosing a commander
I didnt, since this is the frist from me.
Not just M4C, Dsk HMG is good too but overall not very worth it. |
Feel like this is the most underused and rarely seen unit in the game. The fact that it is locked behind a doctorine and further locked behind a HT combo package is just brutal tbh. Maybe get rid of the HT since the player can build one from tech?
Anyways, I dont think they are worth the cost since they really lack on abilities, sure they have a good firepower from recent patch, but i think it can't be put to good use without supporting abilities like smoke nade or camaflouge when in cover or Tactical assault similar to Stormtroopers and Paratroopers. I dont think a regular greande and trip flare is worth 510 MP (with HT which i dont see a point since it comes very late in the game when there are plenty of AT in the field).
I suggest make them a separate call in unit with ~340-80 MP with extra above mentioned abilities.
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How about merging med and command bunker into one? Puts less strain on muni for ost's early game if you decide to make a early game soft retreat forward point...maybe it could be tied to the tech BP1 or BP1+T2 building. |
Rushing from BP2 to T4 before was (BP2 90 + BP3 25 + T4 25 =) 140 fuel, now it's still (BP2 105 + BP3 35 + T4 0 =) 140 fuel. Nothing changed for T4 rushes.
Aaah okay. Thought I was getting ripped. Thanks for clearing! |
Before this patch, if I want to skip T2 & T3 and rush to T4, I would just tech in HQ and avoid the cost of the individual buildings. But now since the new patch, the cost of T3 & T4 buildings are added to the HQ tech. Which means I am paying for the cost of T3 building regardless of I ever need it or not for my gameplay style and that extra fuel can be spent elsewhere (eg. to get a quick Panzwerfer). Or am i missing something?
Thanks.
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I think that medic heal ability should be something similar to what Brits IS have, it costs everytime you use unlike the brits upgrade. Atleast, it should heal every unit in the radius around it for 15-30sec.
It will help them to stay on the feild longer during the critical early game engagements. Since most of the muni gets spent on LMG upgrades and medic buncker at base. This would be a nice tweak to their self-heal ability. Currently it is 15 muni if im right, so might increase the cost to 25 muni since it is healing every unit in its radius.
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after 100 games and then goes back to been a slow grind after +300/+500 games.
yea thats the part is the slow and boring grind that affects the players who have been playing this game for a long time (7 year old game).
And, I wasnt suggesting that the entire playerbase must be reset at the same time. It could be done in batches(like low to high or otherway).
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Wasn't rank reseted if the player had been idle for a long while?
It doesn't really 'reset', it goes to sleep kinda thing. Once, you come back and play a match you get the same rank. |
I strongly think the leaderboarders must be reset once every year. Similar to what Rainbow Six Seige does to its ranked playerbase at the beginnning of new seasons (once a year).
Don't you agree? I think it gives players the chance to start fresh.
For example, my 4v4 Sov rank has been the same for the past 2 years since I play with similar rank peers everytime and kinda feel like Im stuck at this stage. However, in 2v2 not so much stuck. |
OP IS OP! |