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Author Topic: Underwhelming Doctrines and suggested changes  (Read 13281 times)
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #20 on: November 19, 2017, 07:46:16 pm »

Pretty reasonable tradeoff. However, doesnt that require making a new squad? Im not sure how vet 1 squads would be done on the rgd end. Volsky could elucidate.
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Mysthalin Offline
Tired King of Stats
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« Reply #21 on: November 19, 2017, 08:18:38 pm »

I think it's pretty easy to code in from the RNG side. It's more launcher side that's the issue. Either way could just make it an upgrade that gives you +x exp at start of the game, and deducts it at the end for ease.
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TheVolskinator Offline
Administrator / Lead Developer
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« Reply #22 on: November 19, 2017, 10:51:25 pm »

Remember vCoH WM vet? Would work just like that. Add enough XP to get free Vet1, add in appropriate XP boost.

That said, FREE vet is complete horseshit and has no place in this mod, says me. I prefer a Riddick philosophy: keep what you kill.
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TheVolskinator Offline
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« Reply #23 on: November 23, 2017, 11:42:33 am »

Lead the Way and Gung Ho can go on the list. The latter doesn't work, but even if it did...yeah, I'll admit it's only so-so. Lead the Way is just hot garbage; the Heroic Charge Fire Up has such a small radius (15 m) that it's a pain in the neck to use, and simply jihad charging everything only works part of the time. Yeah, the bonus you get from the Heroic Charge (something like 0.5 cooldown, bit of acc., less rec. supp.) is nifty and all, but what would the proper application of it be? I'd use it if I could expand out the radius from 15 m to 35 m and remove the sprint from it (so that your units could shoot on the move and take advantage of the offensive bonuses), but that might make it OP. In any event, LtW was a filler unlock that Lothen and I sort of stuffed in at the last minute.

Something that came to mind was making Rifles, Rangers, and Engies walk, not crawl, when suppressed (out of old Terror).

The flamethrower buff is also bleh; nobody has used flame Engies in foreeeeeeeeever and even when used, flamethrowers are so hit or miss unless used en masse (4+ squads), at least in my experience.
« Last Edit: November 23, 2017, 11:45:41 am by TheVolskinator » Logged
Tachibana Offline
NotADev
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« Reply #24 on: November 23, 2017, 03:35:20 pm »

gung ho works, posted fix in dev blog =(
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TheVolskinator Offline
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« Reply #25 on: November 23, 2017, 03:57:47 pm »

Does not *currently* work.
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Mysthalin Offline
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« Reply #26 on: November 24, 2017, 01:39:54 pm »

Lead The Way is actually great - the issue is that people haven't figured out how to use it to it's full cancerous potential.

I will refrain from explaining to avoid the cancer coming alive.
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Bear Offline
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Posts: 903


« Reply #27 on: November 25, 2017, 05:49:15 pm »

The Mine Clearance Package is a nice idea, but pretty useless and nobody would really use it, only the Stormtroopers could be invisible. Smiley
It would be ok, if it is not possible for this Unit to buy something else than. (For 40 Mun?)


But for maybe 5 Mun (30Mun) more it would be nice for the real Pio units..
« Last Edit: November 26, 2017, 08:23:16 am by Bear » Logged

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TheVolskinator Offline
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« Reply #28 on: November 26, 2017, 01:13:54 am »

There's a revamp in the works that might see mine clearance go away. We shall see.
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Batgirl Offline
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Posts: 115



« Reply #29 on: June 26, 2018, 08:49:53 am »

Both Pershing and Tiger are lacklusters and on top you need to change ammunition type. I suggest just giving 1 type of ammunition with both benefits. Both are paper tanks anyway so wont be too OP by a mile. Havent seen a tiger in ages and only see Pershing because usa doesnt have anything other interesting. Easier time microing them might make them slightly more interesting.
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