LMAO! ooh your forum etiquette, your moral high ground stance, your lofty forum statements from a position of authority.... get a life. And no i dont have an agenda at all im just sick of watching you whiny kids complain about paying for stuff, get a clue this is gonna happen your entire life might as well learn to deal with it now.
*sick of watching people whine about DLC business models in the forums.
Wades in multiple times to complain about it.*
shhhhhhh. |
I think soviet industry AND elite shold be removed. |
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Thanks both of you for your replies. it seems relatively straightforward. Perhaps if used sparingly, I think this option may provide a little bit more tactical depth to a map. |
I was wondering if anyone could help me with a particular problem I'm having while constructing a map.
I want to have territories in my map that allow units to off-map spawn into them. Sorta to give players an incentive to attack certain territories and see what the game dynamic would be like as a result.
I'm sure there's a point in the Campaign where this happens, or maybe even one of the ToW missions so i'm pretty sure it can be done...
only problem is, I cant mod for toffee so if anyone knows the answer to how to do this (or a guide that already has discussed it would you please let me know),
thanks
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It's their role that needs to be defined more accurately, I think. The abilities/ Vet structure will naturally be built up around improving their role effectiveness/ late game scaling.
Make em specialist at dealing with static enemy positions, I say. make them a distracting force that allows for multi-directional flanks with ordinary cons. Something like a suicidal charge, that can only target a deployed enemy weapon team or bunker and acts in a similar way to ram whereby the squad Uh-Rah's towards the position. As they begin the charge so the timer on the satchel charge should start and when it goes off the squad should be killed along with the enemy weapon team.
If the charge was uncontrollable and was still subject to being able to be pinned it would prevent mass spamming of it. Also if the ability itself cost munitions it would help alleviate this problem.
I could see this being a more interesting role for penals in some Soviet strats and with their ability to effectively counteract German weapon teams could help them maintain effectiveness later in the game.
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This forum needs a psychedelic drug limit before posting.
Whoa, I mean let's not be too hasty here.... |
You should copy-paste this in all treads in case someone has missed it.
ZING! |
^ good advice, they eat snipers
Mortar HT can be useful, although there is nothing more annoying than 2-3 Soviet snipers protected from any kind of light armour solution by a wall of guards. |
I bin trying to play a little for a while using heavy T2 and trying to use the Pak as my main source of AT. But there's so little help for this strategy in the bulletins...
I wanna know what your views are on the bulletins for the Pak and if you could change them, what would you change them to??
Also if anyone has any Pak heavy strats that have been a success, then throw em in because I'd like to hear them. |