there is no point in having cake if you can't eat it too
That's not how the saying works. You can have your cake, or you can eat it. If you eat it, you no longer have cake. Ergo, you cannot have your cake and eat it too. What that means in layman is you can't have the best of both, it's one or the other. |
Why do you believe picking doctrine should disable stock core mechanic of a faction?
Because they were designed without that doctrine in mind, and designed with elements to compensate. Adding that doctrine and keeping the compensation would mean they get to have their cake and eat it too. |
Why are you debating this? A competent usf player would just use another crew to repair a pershing crit. On top of this, relic has never released a commander that negates/disables a faction feature.
And now you understand why I'm for disabling vehicle crews while using Pershing Doctrine.
Relic also haven't designed an army to compensate for the lack of a particular piece, and then added that piece back anyway. |
Again, why you consider crew as super glue? For me it's just extra rapirs squad in safe sector.
Because that's what they do, they have an ability to instantly repair critical damage for low cost. You can do it in 3 seconds, 1 second to exit, 1 second to click repair, 1 second to enter.
And we can all agree that Pershing should not let crew get out so why you bring this?
Because any vehicle crew can still insta-repair critical damage. At least Assault Engineers are expensive, and Rear Echelon combat ineffective. Say the Pershing gets engine damage, pull it back, have the Jackson crew jump out and start repairing. If they get attacked, the Jackson crew hops back in their vehicle while the Pershing returns fire. Crews were not designed to work with Heavy Tanks. |
lol 10 seconds
NO
I'm sorry, is repairing any critical in 10 seconds not fast enough for you? Nobody else can do that. The closest you have to that is Elite Armour's Critical Repair, but is more expensive, takes much longer, and triggers an abandon critical if the vehicle takes damage. |
Who is fine with super glue here? It was not even mentioned. Just crew, not super glue - I see big differnece here.
Superglue is a key part of having a crew though? Pop-out, fix engine, pop-in, all in 3-4 seconds.
Imagine Pershings doing this constantly, you can never crit a Pershing because the second you take eyes off it, the crit is gone.
And for the record, I don't like Blitz-retreat or Superglue. Blitz should not be allowed to activate in Combat, and Superglue should take at least 10 seconds. |
really?
Yep, I tested it over a dozen times with different units, distances, and veterancy levels. The results were consistent regardless of whether or not Tactical Assault was active, the only notable difference was movement speed.
If I remember correctly, there are modifiers in the stats for it, but from what I can tell they don't seem to be triggering. |
Well, I remember when people were saying that we will see E8 every single game, but we don't
To be fair, I did see them every game until they got price nerfed |
The point is to design a doctrine that won't become the de-facto mandatory USF doctrine. Having a Pershing alone makes the doctrine more attractive than it's counterparts to most players. If it's too useful, you'll see Pershings every game. Talk about stale metagames... |
PTRS sniper would kick ass.
Heheh, just wait. |