USF Cost of Lieutenant vs effectiveness

Posts: 3
Maybe giving him unlocked nades/smoke or an inspire ability like sturmofficer would bring him more in line, but as it stands, he is just to expensive for what he does even with his thompson that doesnt do anything more than standard riflemen.

Posts: 231

 
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15			Posts: 1970 | Subs: 5
But, to reinforce the 5th model costs 50.
This is because 25+25+25+25+50 = 150, which comes to 50% of his re-purchase price of 300.
BUT, it's bugged so that it only costs 50 if you wait until there are 4 models to hit reinforce. If you just spam the reinforce key, he only costs 25. So in that regard, he's actually very cheap

I think the lieutenant is not THAT terrible for just 20 mp more than standard rifles, he is just not the beastly killing machine he used to be haha

Posts: 231

Posts: 3

 
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15			Posts: 1970 | Subs: 5

Posts: 449
Haha, well nobody said he is cost efficient. I transition him out of my army once he is down to 3 men by crewing a team weapon with him (whether paradropped or stolen). He will place his BAR on the ground so you can recover it with another squad. What good is lieutenant after 8mins? He can't use rifle grenades and that's all rifles are good for mid-late game. USF bleed lots of manpower reinforcing 5-7 squad blob, so no need to make it worse keeping this officer around.
But. But. He can run when out of combat
 .
.
Posts: 432

Posts: 1355
Haha, well nobody said he is cost efficient. I transition him out of my army once he is down to 3 men by crewing a team weapon with him (whether paradropped or stolen). He will place his BAR on the ground so you can recover it with another squad. What good is lieutenant after 8mins? He can't use rifle grenades and that's all rifles are good for mid-late game. USF bleed lots of manpower reinforcing 5-7 squad blob, so no need to make it worse keeping this officer around.
Very nice idea, i will try it out.

Posts: 3
Haha, well nobody said he is cost efficient. I transition him out of my army once he is down to 3 men by crewing a team weapon with him (whether paradropped or stolen). He will place his BAR on the ground so you can recover it with another squad.
Cool, I'll try that!

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1			Posts: 3052 | Subs: 15

Posts: 365
Haha, well nobody said he is cost efficient. I transition him out of my army once he is down to 3 men by crewing a team weapon with him (whether paradropped or stolen). He will place his BAR on the ground so you can recover it with another squad. What good is lieutenant after 8mins? He can't use rifle grenades and that's all rifles are good for mid-late game. USF bleed lots of manpower reinforcing 5-7 squad blob, so no need to make it worse keeping this officer around.
wow i didnt know the leutenant drops his bar when he crews a weapon. do all units with bars do this?

 
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15			Posts: 1970 | Subs: 5
wow i didnt know the leutenant drops his bar when he crews a weapon. do all units with bars do this?
Idk I don't go around crewing weapons with 3-man geared up squads all the time


Posts: 48


 
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17			Posts: 2838 | Subs: 3
Haha, well nobody said he is cost efficient. I transition him out of my army once he is down to 3 men by crewing a team weapon with him (whether paradropped or stolen). He will place his BAR on the ground so you can recover it with another squad. What good is lieutenant after 8mins? He can't use rifle grenades and that's all rifles are good for mid-late game. USF bleed lots of manpower reinforcing 5-7 squad blob, so no need to make it worse keeping this officer around.
Recrewing weapon teams with a lieutenant can result in some... strange behavior. Like machine gun teams with four LTs in them:
https://www.youtube.com/watch?v=D6oIvTqOTnQ#t=1169

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And captain have armour aura (+0,5), it is true?

 
    		            							
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