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Author Topic: Veterancy Update  (Read 28468 times)
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« on: February 20, 2009, 09:44:36 am »

First off: None of this has been implemented. None of it will be implemented until we're totally satisfied. We're looking for the community's opinion as well.
Incase you were wondering, I wrote this. I am willing to change certain things if your point is valid, argued well, and your post is not trolling or flaming me.
I will update this page as I go along, as well as our internal list (which is identical.) There have been some changes from the previous thread posted by Stumpster.

Things in bold are things I've changed after posting this.

Quote from: me
*Cover Ability: When we're Vet3, we get a new ability that, when in cover, we're harder to hit. This will stack with the Vet bonuses and encourage Veteran units to stick to cover.
The ability is always active (like Zeal) and the modifier will be Recieved Accuracy 0.85 OR Damage 0.85.

*Assault Bonus is like the Cover Ability, but only works when you're not in cover and you have to be moving.

*Moving Ability: When the Tank is moving, it doesn't lose accuracy.

*Vehicle Cover+: better Vehicle cover.

Americans:
Engineers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, +40% repair rate, range +10 (m3 smg only)
-Vet3 Health 1.1, Cover ability*, Damage 1.15, +40% repair rate

Riflemen
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Recieved Suppression 0.8, StickyBomb Range +5
-Vet3 Health 1.1, Cover ability*, Damage 1.1, StickyBomb Range +5

HMG Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Mortar Squad
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Range +10 (mortar only, not carbines)
-Vet3 Health 1.1, Cover Ability*

Sniper
-Vet1 Recieved Accuracy 0.8
-Vet2 Sight +5, Health 1.1
-Vet3 Range 1.1, Recieved Accuracy 0.9, Sight +5

Airborne
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Fireup -50s
-Vet3 Health 1.1, Cover ability*, Damage 1.1, Fireup -50s

Rangers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Fireup -50s, Penetration 1.25
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on Thompsons), Damage 1.1, Fireup -50s

57mm AT Gun
-Vet1 Speed 1.1, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.85, Penetration 1.15
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Jeep
-Vet1 Recieved Accuracy 0.75
-Vet2 Damage 1.2, Speed 1.2, Sight +5
-Vet3 Accuracy 1.2, Recieved Damage 0.8, Sight +5

M3 Halftrack
-Vet1 Recieved Accuracy 0.75
-Vet2 Damage 1.25, Speed 1.2, Health 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.8

Quad
-Vet1 Recieved Accuracy 0.75
-Vet2 Damage 1.1, Speed 1.2, Health 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

M8 Greyhound
-Vet1 Recieved Accuracy 0.75
-Vet2 Speed 1.2, Health 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

M10 Tank Destroyer
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85, Moving Ability*
-Vet3 Recieved Penetration 0.8, Sight +5

Sherman
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.87
-Vet3 Recieved Penetration 0.8, Sight +5

Crocodile
-Vet1 Recieved Damage 0.9
-Vet2 Speed 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Damage 1.15

Calliope
-Vet1 Recieved Damage 0.9
-Vet2 Recieved Accuracy 0.85, Recharge -15s, Range 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s

Pershing
-Vet1 Recieved Damage 0.935
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.1,
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.125

Howitzer
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.2
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s



Wehrmacht:
Pioneers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, range +10 (mp40 only)
-Vet3 Health 1.1, Cover ability*, Damage 1.15

Volksgrenadiers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on MP40s), Damage 1.1, Extra Panzerfaust

Grenadiers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability*, Damage 1.1

MG42
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Mortar
-Vet1 Suppression 1.15, Regeneration
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.1, Cover Ability*

Sniper
-Vet1 Health Regeneration
-Vet2 Accuracy 1.25, Health 1.35 (Accuracy 1.25 should offset US Sniper Vet1, and assist Wehr Sniper against Support Weapons in Garrison)
-Vet3 Cooldown 0.7

Officer
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.2, Recieved Accuracy 0.85, Barrage Cooldown -100s
-Vet3 Health 1.15, Cover ability*, Barrage Cooldown -150s

Stormtroopers
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on MP44s), Damage 1.1

Knights Cross Holders
-Vet1 Recieved damage 0.85, Regeneration, Panzerfaust Available
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, Extra Panzerfaust

PAK 38 ATG
-Vet1 Speed 1.1, Recieved Damage 0.85, Regeneration
-Vet2 Recieved Accuracy 0.85, Penetration 1.15
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Motorcycle
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.2, Sight +5
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Sight +5

Halftrack
-Vet1 Recieved Accuracy 0.75
-Vet2 Damage 1.25, Speed 1.2
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Flammenwerfer HT
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.15, Speed 1.2
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Walking Stuka HT
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Speed 1.15, Recharge -10s
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -15s

Puma AC
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Penetration 1.2
-Vet3 Accuracy 1.2, Recieved Damage 0.9, Range +5, Sight +5

Ostwind
-Vet1 Recieved Damage 0.9
-Vet2 Accuracy 1.2, Recieved Damage 0.9, Reload 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Reload 0.9

StuG
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

StuH
-Vet1 Recieved Damage 0.9
-Vet2 Damage 1.1, Accuracy 1.15, Recieved Damage 0.85
-Vet3 Recieved Penetration 0.8, Sight +5, Vehicle Cover+*

Panzer IV
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Panther
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.125

Tiger
-Vet1 Recieved Damage 0.935
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.1
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.125, Turret Speed 1.1

Tiger Ace
-Vet1 Recieved Damage 0.935
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.1
-Vet3 Recieved Penetration 0.9, Sight +5, Health 1.1

King Tiger
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.935, Speed 1.1
-Vet3 Recieved Penetration 0.9, Sight +5, Recieved Damage 0.935, Turret Speed 1.1

Nebelwerfer
-Vet1 Recieved Damage 0.9, Damage 1.15, Regeneration
-Vet2 Recieved Accuracy 0.9, Recharge -5s, Range 1.2, Speed 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.15, Penetration 2.0, Recharge -10s

Flak 88
-Vet1 Recieved Damage 0.83, Regeneration
-Vet2 Recieved Accuracy 0.8, Sight +5
-Vet3 Damage 1.25, Penetration 1.15, Sight +10



British (note on Regeneration for British: it will be slower than Wehrmacht on some units, because most British infantry have much less health than Wehrmacht infantry. Their target type is what makes them tougher; it is seperate from their health.)
Sappers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Regeneration
-Vet3 Health 1.1, Cover ability*, Damage 1.15

Recon Tommies
-Vet1 Recieved damage 0.85, Detection +5
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Marksmanshot -20s, Regeneration
-Vet3 Health 1.1, Cover ability*, Damage 1.1, Marksmanshot -30s

Tommies
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Regeneration
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Lieutenant
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.2, Recieved Accuracy 0.85, Regeneration
-Vet3 Health 1.15, Assault Bonus*, Damage 1.2, Aura Radius +10

Captain
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.2, Recieved Accuracy 0.85, Regeneration
-Vet3 Health 1.2, Cover ability*, Damage 1.2

Commandos
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, -50s Smoke Recharge, Regeneration
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1, -50s Smoke Recharge

PIAT Commando
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Regeneration
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Mortar Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Range +10 (mortar only, not stens), Regeneration
-Vet3 Health 1.1, Cover Ability*

HMG Commando
-Vet1 Suppression 1.15
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15, Regeneration
-Vet3 Health 1.1, Cover Ability*

Mortar Team
-Vet1 Suppression 1.15, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.25

Vickers MG Team
-Vet1 Suppression 1.25, Recieved Damage 0.85
-Vet2 Recieved Accuracy 0.8, Accuracy 1.15
-Vet3 Health 1.25

17 Pounder
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, Health 1.15

25 Pounder Howitzer
-Vet1 Recieved Damage 0.9, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.2
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s

Bofors
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5, Health 1.15

Bren Carrier
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.2, Sight +10
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Detection +10

MMG Carrier
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15, Health 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Tetrarch Light Tank
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Stuart Light Tank
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.15
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Recieved Accuracy 0.9

Cromwell Command Tank
-Vet1 Recieved Damage 0.9
-Vet2 Recieved Damage 0.9, Speed 1.1, Aura Radius +5
-Vet3 Recieved Penetration 0.8, Sight +5, Aura Radius +10

Cromwell
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Sherman Firefly
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Churchill
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Churchill Crocodile
-Vet1 Recieved Damage 0.935
-Vet2 Penetration 1.1, Accuracy 1.15, Health 1.05
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.1

Churchill AVRE
-Vet1 Move Speed 1.1, Recharge -5s
-Vet2 Recieved Accuracy 0.9, Recharge -10s
-Vet3 Recieved Damage 0.85, Recharge -10s

Priest
-Vet1 Recieved Damage 0.85, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.2, Reload 0.85
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s, Speed 1.1






Panzer Elite
Panzer Grenadiers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Assault Grenadiers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability
-Vet3 Health 1.1, Assault Bonus*, Damage 1.1

Tank Buster Infantry
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Damage 1.15, Sprint Ability
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Luftwaffe Infantry
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability, +10% repair rate
-Vet3 Health 1.1, Cover ability*, Damage 1.1, +10% repair rate

Fallschirmjaegers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Sprint Ability
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on FG42s), Damage 1.1, Extra Panzerfaust

Kettenkrad //can't vet yet
-Vet1 Recieved Accuracy 0.75
-Vet2 Speed 1.35, Recieved Damage 0.9, Sight +5
-Vet3 Recieved Damage 0.8, Sight +5

Scout Car
-Vet1 Recieved Accuracy 0.8,
-Vet2 Damage 1.1, Speed 1.2, Detection +10
-Vet3 Accuracy 1.2, Recieved Damage 0.85, Sight +10

Infantry Halftrack
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.2, New Armour Type (Puma)
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Mortar Halftrack
-Vet1 Suppression 1.15
-Vet2 Reload 0.8, Speed 1.2
-Vet3 Incendiary Barrage -60s, Accuracy 1.2


Light AT Halftrack
-Vet1 Recieved Damage 0.8
-Vet2 Penetration 1.25, Speed 1.2
-Vet3 Penetration 1.3, Recieved Damage 0.85, Accuracy 1.15

Armoured Car
-Vet1 Recieved Accuracy 0.8
-Vet2 Damage 1.1, Speed 1.2, New Armour Type (Puma)
-Vet3 Accuracy 1.2, Recieved Damage 0.85

Marder III
-Vet1 Recieved Damage 0.83
-Vet2 Recieved Accuracy 0.85, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +5

Panzer IV IS
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Panther
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5, Health 1.125

Bergetiger //can't vet yet
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Damage 0.8, Speed 1.15
-Vet3 Recieved Penetration 0.8, Sight +5

Hummel
-Vet1 Recieved Damage 0.85, Damage 1.1
-Vet2 Recieved Accuracy 0.85, Recharge -20s, Range 1.2, Speed 1.1
-Vet3 Counterbattery (if we can get it to work), Damage 1.1, Penetration 2.0, Recharge -20s, Speed 1.15

Hetzer
-Vet1 Recieved Damage 0.9
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Jadgpanther
-Vet1 Recieved Damage 0.95
-Vet2 Penetration 1.1, Accuracy 1.15, Recieved Damage 0.935
-Vet3 Recieved Penetration 0.9, Sight +5, Recieved Damage 0.935

Wirbelwind
-Vet1 Recieved Damage 0.85
-Vet2 Reload 0.85, Accuracy 1.1, Recieved Damage 0.9
-Vet3 Recieved Penetration 0.8, Sight +5

Flakvierling
-Vet1 Recieved Damage 0.8
-Vet2 Recieved Accuracy 0.8, Penetration 1.15
-Vet3 Damage 1.25, Penetration 1.15, Range +5

Flak 88
-Vet1 Recieved Damage 0.87
-Vet2 Recieved Accuracy 0.8, Sight +5
-Vet3 Damage 1.25, Penetration 1.15, Sight +10
« Last Edit: February 22, 2009, 11:53:31 am by panzerjager1943 » Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #1 on: February 20, 2009, 09:55:26 am »

oh, me like the howi stuff!

on the 57mm be nice to get a range increase at some point.
« Last Edit: February 20, 2009, 09:57:40 am by Mgallun74 » Logged

Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #2 on: February 20, 2009, 09:55:46 am »


Rangers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, Fireup -50s, Penetration 1.25
-Vet3 Health 1.1, Cover ability* OR Assault Bonus* (depends on Thompsons), Damage 1.1, Fireup -50s

Fireup -50s ? That's too much love for Rangers in my opinion. You can only really stop a ranger squad if you keep shooting them with MGs and shit, so that they use their fire up and then you can start killing them.

If you all want to keep it then please:

Officer
-Vet1 Recieved damage 0.85, Regeneration
-Vet2 Accuracy 1.2, Recieved Accuracy 0.85
-Vet3 Health 1.1, Cover ability*, Damage 1.1

Where did the 0.8 cooldown for the barrage go then? As i see it the -50s cooldown is rather op if axis don't have something similar to balance it.
Logged

panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #3 on: February 20, 2009, 09:57:26 am »

Fire-up cooldown is 300 seconds, and it also has a 10 second penalty after use (or will in our next update.)

As to Officer Barrage, that's a valid point, but I don't think it's a good comparison to Fire-Up.
I'll think about it.

Editin: implemented. Wehr Officer Barrage is initially 900s. British Officer does not get the benefits as his barrage is initially 480s.
« Last Edit: February 20, 2009, 10:03:23 am by panzerjager1943 » Logged
Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #4 on: February 20, 2009, 10:04:10 am »

Fire-up cooldown is 300 seconds, and it also has a 10 second penalty after use (or will in our next update.)

As to Officer Barrage, that's a valid point, but I don't think it's a good comparison to Fire-Up.
I'll think about it. If Wehr gets it, so will British FOO.

Ok, didn't know how long the cooldown for Fire-up was and I forgot about the penalty.

And to the barrage, i think the only FOO cooldown should go to the Captain as he is better comparable to the Axis Officer. Because the Lt. as i see it gains Exp way faster (has a Sten gun with awesome range and decent dmg).
Logged
MannfredvonRitter Offline
EIR Veteran
Posts: 375


« Reply #5 on: February 20, 2009, 10:10:31 am »

For me, I'd like to see the flak88 get a longer sight range rather than what it has, it basically penetrates at 100% anyways.

Give it damage, survivability or even better sight range of 10 at vet 2 and vet 3 say 20 more sight range, that would make the vet worthwhile.
Logged

Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #6 on: February 20, 2009, 10:15:48 am »

Flak88 has already an insane sight range, what do you want to do? Place it at your spawn and sniping units while you scout?
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #7 on: February 20, 2009, 10:18:07 am »

Flak88 has already an insane sight range, what do you want to do? Place it at your spawn and sniping units while you scout?

no the gun has a huge range but the sight range is bullshit.
Logged

panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #8 on: February 20, 2009, 10:25:48 am »

Vet3 88's get more sight.
Logged
Khorney Offline
EIR Veteran
Posts: 221



« Reply #9 on: February 20, 2009, 10:26:50 am »

Baine; the captain already has victor target, and the reason why the LT. gains experience so fast is because he 'absorbs' it from nearby squads. his armament on his own is more or less worthless, not to mention he can be taken down pretty easily.
Logged
Baine Offline
Steven Spielberg
*
Posts: 3713


« Reply #10 on: February 20, 2009, 10:29:20 am »

Then we need another solution because you have to agree that Lt.s vet faster than Officers / Captains.
Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #11 on: February 20, 2009, 10:30:33 am »

what does all this "Puma" armor do?
Logged
VictorTarget Offline
EIR Veteran
Posts: 234



« Reply #12 on: February 20, 2009, 10:34:10 am »

Why does the cromwell command tank get a penetration buff at vet 2?  Honestly, I think it may be better to give it a very minor speed buff, it may make more sense?  Or possibly sight range?
Logged


Khorney Offline
EIR Veteran
Posts: 221



« Reply #13 on: February 20, 2009, 10:35:16 am »

Lt's are easily taken down by pretty much any AI counter (of which axis have plenty), and are much more vulnerable than officers/captains as they have to be on the front line to bee useful, but i don't see what the problem with the vetting up is anyway? after all, they are only a single man unit, and the vet bonus' are hardly outragous

Puma armour increases resistance to small arms fire.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #14 on: February 20, 2009, 10:40:01 am »

howi, vet 3.. penetration 2.0?Huh? is that like a 100 per buff?
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #15 on: February 20, 2009, 10:43:25 am »

Lt's are easily taken down by pretty much any AI counter (of which axis have plenty), and are much more vulnerable than officers/captains as they have to be on the front line to bee useful, but i don't see what the problem with the vetting up is anyway? after all, they are only a single man unit, and the vet bonus' are hardly outragous

Puma armour increases resistance to small arms fire.

You didn't read the posts above then. We were discussing the fact that it may be handier to have a barrage cooldown for the axis Officer and the Brits Foo. And the way the Officer gains Vet is very annoying compared to the british Lt.
I mean the Lt. is the only one that vets through other units (that's how i would like to have it for the Officer aswell) making him vet up faster. And the Officer gains vet by killing units... and honestly who would send his Officer attack units in a fire fight? He is usually number 1 target for everybody. Same for the Lt. ofc.
But the Lt. can stay back and gain exp. The Officer should gain exp through units that he supervises. Because else it will take a fuc*n long time. (The only kill i got so far with him was a sniper and a 1 man MG team). The 1 man alone gave him 1 exp. So awesome i tell you...
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Khorney Offline
EIR Veteran
Posts: 221



« Reply #16 on: February 20, 2009, 10:49:36 am »

perhaps we could give the LT/captains 'osmosis XP' to the officer? that doesn't sound too OP, although i'm not familiar with his vet abilities
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OrdobalticusTLS Offline
EIR Regular
Posts: 46


« Reply #17 on: February 20, 2009, 10:57:18 am »

Tommies need regen at some point. They are the most expensive basic inf. Brits healing station has too long reload. Also tommies cant leave trench for healing in other side of the world.

Or give them medkits.
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Khorney Offline
EIR Veteran
Posts: 221



« Reply #18 on: February 20, 2009, 10:58:00 am »

IIRC captain aura gives regen so use them
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #19 on: February 20, 2009, 10:58:27 am »

Brits currently have regen on the unit itself, at vet 1. It's removed in this updated list though.

Also, Captain aura does indeed give health regen but this is far worse than what wehr units get at vet 1.
(0.004 vs 0.028)
« Last Edit: February 20, 2009, 11:02:26 am by Unkn0wn » Logged
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