and/or sweeper for C.E/Pionner could provide XP for structures that have a cost.
Huh. I thought it lost it.
Or is it just the rate it gains XP that gets throttled?
Maybe you could give Minesweepers +25% or so XP with a sweeper instead to offset the reduced damage output?
Balance Forum General Poll II
									23 Feb 2020, 15:09 PM
				
	#21					
								
					
				
		
Posts: 13496 | Subs: 1
									23 Feb 2020, 15:10 PM
				
	#22					
								
					
				
		
Posts: 3260
and/or sweeper for C.E/Pionner could provide XP for structures that have a cost.
I kinda feel like that'd just encourage spamming more bunkers to vet your engineers.
									23 Feb 2020, 15:15 PM
				
	#23					
								
					
				
		
Posts: 13496 | Subs: 1
I kinda feel like that'd just encourage spamming more bunkers to vet your engineers.
Paying 150/60 munition to gain veterancy on pioneer does not sound a a recipe for success and your opponent will get more XP for destroying them.
On the other UKF/USF can slap a weapon for the just for munition cost...
									23 Feb 2020, 15:25 PM
				
	#24					
								
					
				
		
Posts: 3260
Paying 150/60 munition to gain veterancy on pioneer does not sound a a recipe for success and your opponent will get more XP for destroying them.
If it's not a viable way to vet your engineers, why add it?
									23 Feb 2020, 15:54 PM
				
	#25					
								
					
				
		
Posts: 13496 | Subs: 1
I did not say it was not viable I said that spamming bunker will probably not help win. On the other hand once upgrading with sweepers collecting some XP from base buildings, bunker, mines and other structures would help.
If it's not a viable way to vet your engineers, why add it?
Actually years ago I had pointed out that engineer should have 2 different paths combat oriented with weapons upgrades and slower repair rates and "support" oriented (once sweeper have been upgrade that take all weapon slots) with alternative ways of gaining veterancy (that could include lower XP value).
									24 Feb 2020, 21:11 PM
				
	#26					
								
					
				
		
Posts: 5279
If it's not a viable way to vet your engineers, why add it?
It doesnt have to abusable to be viable.
However it may snowball a bit for commanders that allow mainline infamtry to build things
									24 Feb 2020, 21:14 PM
				
	#27					
								
					
				
		
Posts: 3423 | Subs: 1
If it's not a viable way to vet your engineers, why add it?
Cause every little bit of XP gain helps when you're talking about a squad as cheap as pios?
Engineers should get XP for doing engineer things. Placing something like barbed wire obviously shouldn't count, but would be cool for other things
									24 Feb 2020, 21:35 PM
				
	#28					
								
					
				
		
Posts: 783
I dont like the idea of additional activities producing vet.  Itll be either be abusable or unusable and will probably favor different factions.  If there are issues vetting up specific squads, reduce vet requirements or increase vet gain after being upgraded.
			
		
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