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Author Topic: [US] Infantry Doctrine  (Read 3577 times)
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pqumsieh Offline
EIR Veteran
Posts: 2367


« on: August 01, 2009, 07:49:20 pm »

Hey guys,

Been playing around with the infantry doctrine a bit and just wanted to discuss a few things. First off, I find that when compared to airborne, US Infantry are lacking a bit in terms of doctrine buffs. For example, alied grit gives 15% more HP to riflemen; I'd figure this to be a T2. On the other hand, you get an officer with great capabilities as a T2; the officer should be T3 and allied grit should be T2. Unless someone can point out how allied grit is better then the allied officer...

On another note, when would you take M1 carbines; and if you did take it, how would it be reflected on your playstyle? Is M1 Carbines worth getting over tank reapers? I'd like to get some input on this from some of you more experienced US Infantry players.

PQ
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #1 on: August 01, 2009, 07:55:40 pm »

I would like to remind you that Doctrine Balancing is due to when they are all finished and should be made across all factions and all doctrines.

And on a side note: i wouldnt compare doctrines of the same faction to each other, and particularly not with the airborne doctrine.

As for the actual topic: If youd move allied grit to T2 this would be on par with Hard n Fast, but then again both of them are really powerfull and other factions would need such powerfull t2 too.
« Last Edit: August 01, 2009, 08:03:14 pm by LuAn » Logged

aka UckY  Wink
Tymathee Offline
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« Reply #2 on: August 01, 2009, 08:43:16 pm »

allied grit sux as a t3, 20 or 25% would be more helpful.

15 is only a 7.5 health increase per man, 20 would be 10 per man and make them at least as strong as rangers.
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"I have proof!"
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Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #3 on: August 01, 2009, 08:47:36 pm »

T4 Carbines makes ur dewdz stupid strong at close quarters. They kill faster and vet up faster, thus making them KILL EVEN MORE FASTER!!  Shocked Shocked
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pqumsieh Offline
EIR Veteran
Posts: 2367


« Reply #4 on: August 01, 2009, 08:47:53 pm »

@ Luan: thats the point, we talk abotu balance now while the devs are still changing things. Hence Q/A.
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #5 on: August 01, 2009, 08:52:25 pm »

Rifle: 330 /6 = 55 * 0,15 = 8,25 * 6 = 49,5 *(14+6) = 990
FJ: 240 /4 = 60 * 0,15 = 9 *4 = 36 *(4+2) = 216

Shall i explain the numbers to you?

Doesnt look too bad to me.  Wink

@ PQ: mhm ok, but to me it seems that doctrine balance isnt a high priority right now, so you might wanna save it for when the doctrines are don Smiley
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Tymathee Offline
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Posts: 9741



« Reply #6 on: August 01, 2009, 09:53:06 pm »

uh, what math are you using? 8.25 + 55 = 63.25 is 379.5 per squad, where are you getting 990?
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LuAn Offline
EIR Veteran
Posts: 572



« Reply #7 on: August 01, 2009, 10:03:47 pm »

uh, what math are you using? 8.25 + 55 = 63.25 is 379.5 per squad, where are you getting 990?

I was comparing the buff this two unlocks provide not how much total health a squad.
8,25 = Health Increase Per man
6 = Men per Squad
49,5 = Health increase per Squad
14+6 = Supply of Riflemen
990 = total possible health gain(which is equal to 3 vanilla riflemen)
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BeRzErKeR Offline
EIR Veteran
Posts: 266


« Reply #8 on: August 01, 2009, 10:10:24 pm »

Why do you compare Rifles to FJs?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #9 on: August 02, 2009, 02:48:23 am »

My infantry (47-1) runs carabines. When I meet other infantry buff doctrines, I stack american officers and british lieutnants with the carabine rifles, which I also have an outrageous amount of.

They beat up any other other infantry in the game, doesnt matter if its terror/defensive grenadiers, blitz stormtroopers, PE zeal grenadiers or luftwaffe FSJ. They just lose either to the numbers putting out too damage for "mere" rifles or the damage itself.

Don't give em shreks either, cause they get cooldown reduction as well!

« Last Edit: August 02, 2009, 02:58:41 am by Smokaz » Logged

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Tymathee Offline
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Posts: 9741



« Reply #10 on: August 02, 2009, 04:11:57 am »

uh, what math are you using? 8.25 + 55 = 63.25 is 379.5 per squad, where are you getting 990?

I was comparing the buff this two unlocks provide not how much total health a squad.
8,25 = Health Increase Per man
6 = Men per Squad
49,5 = Health increase per Squad
14+6 = Supply of Riflemen
990 = total possible health gain(which is equal to 3 vanilla riflemen)

but why are you doing that? it doesn't matter how much more health you get overall, you aren't putting all your rifles on at the same time, your rifles wll be going one on one or 2v2 vs other weher or pe infantry which still have more health than you do. For a single squad, the heath increase is paltry and doesn't really add to the survivability of the unit, so you survive one more volley of fire, no big deal.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #11 on: August 02, 2009, 04:13:43 am »

THe OP has a good point.. thx pq.  but .. waiting for things like this (i haven't changed barrels yet either Wink)
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