There's no reason they couldn't be, I don't think. I don't think there's anything limiting how much one commander "slot" can give you.
Yes you are right, I don't see any reason too.
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There's no reason they couldn't be, I don't think. I don't think there's anything limiting how much one commander "slot" can give you.
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The received accuracy bonus and smoke grenade make them good enough as CQC imo. I do think the HE grenade is honestly worse though, I would rather they had the flame grenade
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I thought that both Ostwind and AA flak emplacement could be merged in one ability/slot like Heavy Air defences for example, but if this is impossible then yes Ostwind is a better trade.
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My 2 cent about Overwatch:
I would prefer to move the tweaked version of "Defense of the fatherland" to "Fortress" and seperate "Overwatch flares" and "Goliath" again. Overwatch would have 1 ability less then in the live version but that could be compensated with the old "Overwatch flares" - the flares are automatically set up on capping points.
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Old overwatch flares were the worst since they were just free frontline vision and information for the OKW player at no cost or thought.
I'd just say allow the flares to be planted on neutral/enemy points, increase the build time...
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In fairness, the HE nade is much better for clearing weapon teams in light cover and forcing ppl in green cover to either eat it or move away only to be SMG'd.
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I still not understand why not change IRstg ober be call-in special unit or bundle with some other passive ability,3cp for infantry weapon upgrade still joke
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Yeah, who in his right mind would put a weapon upgrade granting up to 44 DPS at the same CP as one with up to 8,7 DPS.
It should be 4 or 5 for that potency.
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Oh yes,IRstg very strong on paper
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Very strong in game too, it ignores cover partially as well, so you'll pretty much always win cover to cover engagements. Also, how do you play, if you have schwerer up, but not 3CP yet?
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We have been here before so I am not sure why we have to do it again.
obers vs LMG obers against heavy cover:
Ranges 0/10/15/20/25/30/35
23.8/20.7/13.8/11.0/9.0/7.0/5.2
8.1/7.7/7.5/7.3/7.2/6.9/6.5
Even vs heavy cover LMG obers are superior at range 35 and one needs to close bellow range 20 to get real advantage.
The lower cover penalties of Vamp ST44 in not it main selling point.
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What I see here is a weapon that is more versatile than the LMG because it's better at every range except 35. But fights rarely happen at exactly 35 range. And the IR STGs are significantly better on the move and to wipe units, and their close to mid range DPS blows the LMG out of the water. It's a great upgrade and easily worth the ability slot.
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As for design I would rather replace the weapon a 5 men ober unit with less DPS and vet bonus designed for such a unit.
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