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Author Topic: [CW] RE - flamethrower sappers  (Read 3808 times)
0 Members and 3 Guests are viewing this topic.
BigDick
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« on: August 01, 2011, 12:04:15 pm »

I think these units (180mp 75mun) are to cheap for a 4 men soldier armored squad with 60hp each and a flamethrower

thats actually the survivability of a fallschirmjaeger squad that can upgrade a flamethrower but gets no ambush


suggestion: increase mp price and mun price for upgrade or change armor type to infantry armor then it will be like 4 men us engie squad with flamer


discuss
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TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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« Reply #1 on: August 01, 2011, 12:10:07 pm »

That would be a Massive nerf to the unit if you would do all of it, maybe make it its own unit with higer pool pop and manpower but adding all of it would make it useless as a T2 unit.
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BigDick
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« Reply #2 on: August 01, 2011, 12:11:30 pm »

can i get a 75mun flamer upgrade for my falls then too? and lower their mp price to 180 kthxbye
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Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #3 on: August 01, 2011, 12:14:23 pm »

can i get a 75mun flamer upgrade for my falls then too? and lower their mp price to 180 kthxbye

No.
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RikiRude Offline
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« Reply #4 on: August 01, 2011, 12:16:23 pm »

I think these units (180mp 75mun) are to cheap for a 4 men soldier armored squad with 60hp each and a flamethrower

thats actually the survivability of a fallschirmjaeger squad that can upgrade a flamethrower but gets no ambush


suggestion: increase mp price and mun price for upgrade or change armor type to infantry armor then it will be like 4 men us engie squad with flamer


discuss

make it a separate unit just like armor assault engs.
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Smokaz Offline
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« Reply #5 on: August 01, 2011, 12:17:23 pm »

Hmm, are sappers OP now?

Obviously their manpower price is significantly higher than a engineer or a pio squad.
« Last Edit: August 01, 2011, 12:20:35 pm by Smokaz » Logged

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Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #6 on: August 01, 2011, 12:19:54 pm »

Hmm, are sappers OP now?

Anything that prevents BigDick from winning is OP.
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Mister Schmidt Offline
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« Reply #7 on: August 01, 2011, 12:21:38 pm »

The unit is being reworked anyway so for the moment, you'll have to live with it.
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BigDick
Guest
« Reply #8 on: August 01, 2011, 12:28:44 pm »

Hmm, are sappers OP now?

Obviously their manpower price is significantly higher than a engineer or a pio squad.

sappers not really (depends on point of view they are as survivable as a fallschirmjager squad) but sappers with cheap flamethrowers

as i said imagine a 180mp 75mun fallschirmjaeger squad with a flamethrower

they should just loose their soldier armor which reduce damage by 40% for most default infantry weapons

with that T2 reducing recieved damage stacked to 54% its like fighting a 4 men 444.44HP squad with a flamethrower when heaving default rifles
« Last Edit: August 01, 2011, 12:35:44 pm by BigDick » Logged
AmPM Offline
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« Reply #9 on: August 01, 2011, 12:44:44 pm »

Imagine a 180mp 75mu FJ squad, with worse rifle, no paradrop, no sprint option, no ambush.

It's not that bad.

Personally, I think they should just get Flamers as an upgrade to Tommies in RE for the standard 70mu.
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BigDick
Guest
« Reply #10 on: August 01, 2011, 12:48:14 pm »

Imagine a 180mp 75mu FJ squad, with worse rifle, no paradrop, no sprint option, no ambush.

give it i'll take it because its awesome and super spameable

Quote
Personally, I think they should just get Flamers as an upgrade to Tommies in RE for the standard 70mu.

its 75mun not 70 and yeah it wouldn't be worse because its almost the same except that they get 1 men (25%) more but costs almost 40%more
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AmPM Offline
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« Reply #11 on: August 01, 2011, 12:50:39 pm »

75mu, whatever. But yea, that would be much more fair, and still in the "character" of Engineers...though you would think they would focus more on Demolitions than random flame based weaponry....same goes with SE...
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BigDick
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« Reply #12 on: August 01, 2011, 12:51:58 pm »

fair? in terms of the same level of retardness yeah
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AmPM Offline
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« Reply #13 on: August 01, 2011, 12:54:14 pm »

lol

Ideally, EIRR would remove all the random add on units and shit, go back, balance the game, then put stuff in based on the philosophy of "Does this Faction/Doctrine need a unit in this role to be competitive" instead of the current, which is "Lets toss this in, and see where we can cram it into a faction/doctrine".
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