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[AB] Auxillary Equipment
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Topic: [AB] Auxillary Equipment (Read 7780 times)
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jackmccrack
EIR Veteran
Posts: 2484
[AB] Auxillary Equipment
«
on:
June 12, 2014, 01:51:01 am »
Hey folks.
This T2 unlock, called "Auxillary Equipment", allows the user's Airborne to drop crates containing weapons. Though I think it's great to customize one's squads, I think there's a better way of doing it.
Instead of allowing one's AB to drop crates to equip weapons, why not create a separate Airborne unit in the launcher that goes into battle with the weapons equipped? The reason behind this, is because Airborne squads are assault troops. That last thing I want in battle is to micromanage these guys to pick up weapons.
This unlock has potential, and, I like it. In its current state, though, it's counter-intuitive for Airborne.
Thoughts?
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GelezinisVilkas
EIR Veteran
Posts: 52
Re: [AB] Auxillary Equipment
«
Reply #1 on:
June 12, 2014, 02:01:03 am »
Actually the main reason behind it is to allow you to have options for your AB and to call in the relevant equipment according to your need at that point in time. I agree however that while the flexibility is good, going in "hot" is probably better. I'm sure the fallshirmjaegers at the Battle of Crete agrees with me.
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nikomas
Shameless Perv
Posts: 4286
Re: [AB] Auxillary Equipment
«
Reply #2 on:
June 12, 2014, 02:05:36 am »
Theres that...
There's also the fact that hotdropping thompson airborne right into the fight sounds a liiiitle bit on the far side of really, really overwhelming to me. It's hard enough to deal with regular AB's hotdropping with grenades and garands as it is isn't it?
You could also call the boxes a limiter, so you can't just drop thompson AB's right on top of the enemy with smoke cover and all.
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"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
XIIcorps
Donator
Posts: 2558
Re: [AB] Auxillary Equipment
«
Reply #3 on:
June 12, 2014, 02:21:07 am »
Quote from: nikomas on June 12, 2014, 02:05:36 am
Theres that...
There's also the fact that hotdropping thompson airborne right into the fight sounds a liiiitle bit on the far side of really, really overwhelming to me. It's hard enough to deal with regular AB's hotdropping with grenades and garands as it is isn't it?
You could also call the boxes a limiter, so you can't just drop thompson AB's right on top of the enemy with smoke cover and all.
maybe we should deep strike rangers and assault grens while were at it.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: [AB] Auxillary Equipment
«
Reply #4 on:
June 12, 2014, 02:28:05 am »
DEEP STRIKING!!!!
tbh I've heard arguments from both sides, some guys hate having to fiddle around to pick up that one damn bazooka, and others like being able to pick and choose what they want. I'm unsure how that could be handled in a way that appeases both parties though.
Although Katusha did make a suggestion of making the items an in-game purchasable object with munitions, similar to how the Berge works. Thoughts on that?
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nikomas
Shameless Perv
Posts: 4286
Re: [AB] Auxillary Equipment
«
Reply #5 on:
June 12, 2014, 02:31:43 am »
We should bless our valniant terminators (kch) with glorious teleportarium technolgy, it seems like the next logical step tbh.
40k Jokes aside, I thought of that and we wouldn't even have to use munitions. But would lead to the very awkward problem of being able to pull bazookas out in the middle of a fight, out of nowhere. Can't say I think that's fair on the enemy, say they rush you in close combat because you had no Thompsons and then they get pulled out of nowhere? Or bazookas when a tank has already engaed you.
Would need a good "lockdown" timer while swapping guns imho.
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GelezinisVilkas
EIR Veteran
Posts: 52
Re: [AB] Auxillary Equipment
«
Reply #6 on:
June 12, 2014, 02:34:15 am »
Quote from: nikomas on June 12, 2014, 02:05:36 am
Theres that...
There's also the fact that hotdropping thompson airborne right into the fight sounds a liiiitle bit on the far side of really, really overwhelming to me. It's hard enough to deal with regular AB's hotdropping with grenades and garands as it is isn't it?
You could also call the boxes a limiter, so you can't just drop thompson AB's right on top of the enemy with smoke cover and all.
Grenades are absolutely useless. All good players dodge them and if they are not a good player you don't need it anyway. The grenades only useful against weapon teams that have "unpacking" time.
Also, 3 thompsons really isn't that scary.
If you want to fix this feature, drop an object that instantly upgrades the AB instead of having to click it multiple times in unpacking the box and picking up the items one by one.
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XIIcorps
Donator
Posts: 2558
Re: [AB] Auxillary Equipment
«
Reply #7 on:
June 12, 2014, 02:36:34 am »
Picking up weapons is just one part of micro the same as throwing grenades are.
If you cant handle it, dont do it.
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Scotzmen
EIR Veteran
Posts: 2035
Re: [AB] Auxillary Equipment
«
Reply #8 on:
June 12, 2014, 02:41:18 am »
Quote from: nikomas on June 12, 2014, 02:31:43 am
We should bless our valniant terminators (kch) with glorious teleportarium technolgy, it seems like the next logical step tbh.
40k Jokes aside, I thought of that and we wouldn't even have to use munitions. But would lead to the very awkward problem of being able to pull bazookas out in the middle of a fight, out of nowhere. Can't say I think that's fair on the enemy, say they rush you in close combat because you had no Thompsons and then they get pulled out of nowhere? Or bazookas when a tank has already engaed you.
Would need a good "lockdown" timer while swapping guns imho.
Well, why don't you just put a timer on weapon upgrades.... just like normal coh has?
Or i guessing I'm missing something as to why that isn't a solution
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XIIcorps
Donator
Posts: 2558
Re: [AB] Auxillary Equipment
«
Reply #9 on:
June 12, 2014, 02:45:40 am »
Because it drastically changes gameplay.
When say your puma is chasing down 2 smg rifles who "nek minnet" wip out zooks and proceed to now chase your puma.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: [AB] Auxillary Equipment
«
Reply #10 on:
June 12, 2014, 02:55:23 am »
imo if it was done as a purchasable ability, there would need to be a negative effect active while it was 'purchased'
Say it takes 30 seconds, and the squad has to walk during that time? Or they received accuracy is increased? Something like that.
P.S Moving to balance
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Scotzmen
EIR Veteran
Posts: 2035
Re: [AB] Auxillary Equipment
«
Reply #11 on:
June 12, 2014, 02:56:00 am »
Quote from: XIIcorps on June 12, 2014, 02:45:40 am
Because it drastically changes gameplay.
When say your puma is chasing down 2 smg rifles who "nek minnet" wip out zooks and proceed to now chase your puma.
Ahh see, what i meant is, that they upgrade with one of the weapon options, and that's it. No swappsies. The crates never gave you all 3 at once, so why should the upgrades.
Drop squad, select upgrade, wait for upgrade to complete, no going back or switchies. Done.
Obviously being able to swap between 3 different upgrades would be hilarious, yet OP, which wasn't what i was suggesting
Unless someone said something about being able switch between them, which i haven't seen.
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nikomas
Shameless Perv
Posts: 4286
Re: [AB] Auxillary Equipment
«
Reply #12 on:
June 12, 2014, 03:14:01 am »
Quote from: Scotzmen on June 12, 2014, 02:41:18 am
Well, why don't you just put a timer on weapon upgrades.... just like normal coh has?
Or i guessing I'm missing something as to why that isn't a solution
I don't think that's good enough, how long should that timer be, 5 seconds, 10 seconds, 15 seconds? Any longer and it becomes quite annoying, any shortar and... like smokaz said, pumas see AB squads with no zooks, attack them, SUDDENLY ZOOKAS!
If we're going to have that I think the AB's should go into full lockdown, no movement/slow movement and minimal combat ability so you can easilly tell they're doing it AND so you cant do it mid combat.
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Scotzmen
EIR Veteran
Posts: 2035
Re: [AB] Auxillary Equipment
«
Reply #13 on:
June 12, 2014, 03:25:01 am »
Quote from: nikomas on June 12, 2014, 03:14:01 am
I don't think that's good enough, how long should that timer be, 5 seconds, 10 seconds, 15 seconds? Any longer and it becomes quite annoying, any shortar and... like smokaz said, pumas see AB squads with no zooks, attack them, SUDDENLY ZOOKAS!
If we're going to have that I think the AB's should go into full lockdown, no movement/slow movement and minimal combat ability so you can easily tell they're doing it AND so you cant do it mid combat.
How about a nice big warning like grenade assaults that KCH have?
Making it so they can't move, with a 5 second timer would surely be enough, along with the assualt nade aura thing... Can't remember what to call it.
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nikomas
Shameless Perv
Posts: 4286
Re: [AB] Auxillary Equipment
«
Reply #14 on:
June 12, 2014, 04:02:30 am »
That's be to short, it'd still just let you land, whip out your zooks/thompsons and start wrecking stuff before a smoke barrage of any kind cleared.
Logged
XIIcorps
Donator
Posts: 2558
Re: [AB] Auxillary Equipment
«
Reply #15 on:
June 12, 2014, 04:29:56 am »
why do all this tho, AB already have a plethora of weapon options, this is only going to make them jack and masters off all trades.
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PonySlaystation
EIR Veteran
Posts: 4136
Re: [AB] Auxillary Equipment
«
Reply #16 on:
June 12, 2014, 07:27:54 am »
FJ medpacks can also be a little inconvenient to pick up but it pays off because the medpacks only cost half as much as normal medkits and they can help your entire team.
AB Auxillary Equipment has the advantage that you can get weapons that are otherwise not available in Airborne doctrine but are exclusive to Infantry doctrine and Marines. It also has the advantage that you can pick up weapons depending on what the enemy has. If they have a lot of stg44s and mp40s then you can get a lmg to counter that, if they have a lot of unupgraded infantry you can get thompsons, if they have a lot of vehicles you can get cheap zooks.
Taking time to pick up the weapons is a little inconvenient, but they are Auxilliary, not mainline upgrades, if you simply want the units to be dropped with weapons you can use the good old BAR + RR combination. Since AB riflemen are cheaper, lower pop and easier to vet up, it may even be an advantage.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
tank130
Sugar Daddy
Posts: 8889
Re: [AB] Auxillary Equipment
«
Reply #17 on:
June 12, 2014, 07:40:22 am »
Quote from: jackmccrack on June 12, 2014, 01:51:01 am
That last thing I want in battle is to micromanage these guys to pick up weapons.
The last thing I want to do in battle is micro manage my units to seek cover. Or to micro manage my tank to target a specific unit.......the list goes on. /sarcasm.
No offense jack, but I sure hope we don't start dumbing down the game even further to a point where you just smash everything together and let it sort itself out.
These crates are a great ability to customize on the fly. It seriously takes 2 clicks and about 2.5 seconds to use. Is that really a game changing event?
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GelezinisVilkas
EIR Veteran
Posts: 52
Re: [AB] Auxillary Equipment
«
Reply #18 on:
June 12, 2014, 08:09:54 am »
Quote from: tank130 on June 12, 2014, 07:40:22 am
The last thing I want to do in battle is micro manage my units to seek cover...
...
These crates are a great ability to customize on the fly. It seriously takes 2 clicks and about 2.5 seconds to use. Is that really a game changing event?
1. Click on Desired Package
2. Click on location to drop
... Wait for drop...
3. Click on Package
4
a. Click 3 more times for Thompson waiting split second for pick up
b. Click 2 more times for Bazooka waiting split second for pick up
c. Click 1 more time for LMG (weee we know who the winner is)
Now imagine bullets are flying.
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ick312
EIR Veteran
Posts: 534
Re: [AB] Auxillary Equipment
«
Reply #19 on:
June 12, 2014, 08:12:49 am »
i <3 tank 2.0
back on topic: the ability to adjust on the battlefield is cool. And the micro is acceptable.
The other way then a crate would be: an upgrade but then ur allies or marines cant profit from it
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