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USF Base, why not rotate them in some maps?

28 Jul 2014, 21:45 PM
#21
avatar of varunax

Posts: 210

Relic needs to redesign it. It's so horribad. It's true that certain maps give you a disadvantage considering the amount of time needed to run around your entire base.

And... I don't really like the method of the Riflesquads running back to base to grab weapons. I think it sounds good for immersion but is more of just a hassle in terms of RTS and slowing the pace down.

It should've just been a squad upgrade like the LMGs for airborne or panzershrecks for grenadiers.

Imagine playing Starcraft and having to have your marines run back to base to get upgrades every time. It adds nothing tactical.
28 Jul 2014, 22:20 PM
#22
avatar of PanzerErotica

Posts: 135

jump backJump back to quoted post28 Jul 2014, 17:19 PMRomeo
I think all the complaints could be fixed by making retreating units stop further away from the base, and letting rear echelon troops build the weapon racks in the base sector.

I mean why is the M1919 rack even there? Only one of six commanders can even use it.


Good idea. Question is, should these racks be destroyable by enemy, and should rebuilding one cost only time or fuel and manpower too?

Also agree on m1919, it is there just to remind you of commander you might have not chosen. I´d really like smg (tommy or at least the grease gun) as a third non-doctrinal upgrade, seeing as it would add a new role for riflemen. Might mess up the balance though, and we already have thompson upgrade for vehicle crews for some reason so it would require some rethinking.

And +1 for OP.
28 Jul 2014, 23:10 PM
#23
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