No, I complain about important matters.
You guys will regret, the day where imperialdane becomes head staff at relic.
You will all remember my thread this day.
Yeah the dude won the ESL tournament that was sponsored by Relic, so yeah, congratulating the winner isn't too out of the realms of appropriate. |
Use the Tiger to cover your flanks, or a contested VP.
They are devastating when used defensively against infantry. |
I don't really follow any teams that much, but then again, I only ever really play ability draft. |
I agree, although the problem with those special points is that they're either on the front line or there's got to be one for each side. For medic and repair points, the front line isn't the best spot for the damaged, and having one for each player kinda kills their potential advantage. |
Plus, infantry are rarely at 100% health across the entire squad.
Those random shots, near misses from explosions, that moment where a few guys ran through some fire, etc, quickly change the possible outcomes of any engagement. |
I actually really like the idea of satchel charges working more like sticky bombs but instead of engine damage, crew stun/turret/gun damage.
Maybe instead of homing, they'd just stick to any vehicle they 'land' on, putting a little more challenge into it.
They'd synergize well with conscripts ATGs, as well as Guards' Button. |
It's the same weapon, but the Penals are more accurate with it if they have vet.
Although I'm not sure how much accuracy affects how flamethrowers work, and I don't know if the accuracy from vet applies to any weapons penals are holding or just their SVTs. |
The problem with t1 started when Relic divorced elite infantry from the T1 structure and made them call ins.
If you needed t1 to build shocktroops/guard rifles it would get used way way more.
Interestingly enough, Penal Battalions were originally designed to be replaced by Guards or Shocks. Doctrine choice used to outright replace Penal Battalions. This might also be a contributing factor as to why Penals have been in an awkward spot, especially in respect to Guards and Shocks. |
I don't believe this is true. I've definitely seen infantry get suppressed with my giving them further orders. It's just that grenades are still available to suppressed units (not pinned). They an be suppressed before you give the grenade order, and it will work fine. And that explains the ability to move in with the intention of grenading as you described.
Oh they'll get the suppression icon for sure, and maybe a squad member or two drops to the ground, but the guy told to throw a nade won't always do this. Now if that guy dies, the squad reroutes its plan and gets suppressed. It's one of those things glitchy things that hasn't had a workaround or kludge to address, but the animations for squad entities don't always kick in at the appropriate time.
Shortening range when suppressed would actually go a long way to helping this, because it closes the (rather big) window for infantry to saunter up to nade throwing range despite suppression. |
You know, in a lot of ways, Conscripts are the one squad that are totally okay to be outclassed.
They have merge. Being eclipsed by maxims, penals, guards, or shocks, shouldn't be as pronounced an issue for conscripts because they can merge. Now, admittedly maxims are still cheaper than cons, which ruins that, but people tend to forget about merge in general.
Back in the 360mp Penal days I used to just use conscripts to rush to the front and merge and retreat. I used to merge everything to save on manpower. And, IIRC, only shock troopers weren't worth it because the conscripts didn't get their armor.
Merge is awesome when you have squads with a decent weapon profile. |