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russian armor

Spotter tommies should be able to call down smoke barrage

16 Sep 2015, 10:33 AM
#1
avatar of Firesparks

Posts: 1930

Infantry Sections with the pyrotechnic upgrade should be able to call down a smoke barrage from their 25 pdr.

Right now they lack any smoke capability before getting the cromwell/comet and it's hurting their early and mid game option.

The smoke barrage should share a cooldown with the normal barrage.
16 Sep 2015, 10:40 AM
#2
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

+1

actually a very good idea.
16 Sep 2015, 10:46 AM
#3
avatar of Bad_Vader

Posts: 88 | Subs: 1

+2
But it shouldn't be expensive though seeing as how it's their only possible smoke capability early on.
16 Sep 2015, 10:50 AM
#4
avatar of Chiro
Donator 11

Posts: 90

+3
should cost as much as rifle smoke
16 Sep 2015, 11:02 AM
#5
avatar of F1sh

Posts: 521

+4 but it shouldn't have red smoke signal
16 Sep 2015, 11:04 AM
#6
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post16 Sep 2015, 11:02 AMF1sh
+4 but it shouldn't have red smoke signal

i'd prefer if it did simply because i could use it to spook people.
16 Sep 2015, 11:05 AM
#7
avatar of Qbix

Posts: 254

+5 but it has to have much shorter delay
16 Sep 2015, 12:34 PM
#8
avatar of CadianGuardsman

Posts: 348

Holy crap, why didn't relic think of this!

+6/7 and 8 :P
16 Sep 2015, 12:55 PM
#9
avatar of EtherealDragon

Posts: 1890 | Subs: 1

+ 9 , even if it would be kind of silly that the regular artillery has terrible scatter but the smoke would (presumably) have cruise missile like accuracy.

Keep in mind that Mortar Emplacements get Smoke at Vet 1 too and that its similar in size to the the German Smoke Pots ability. Of course you're also limited to the Emplacements range...
16 Sep 2015, 13:26 PM
#10
avatar of Captain_Frog

Posts: 248

+ 10 for Reddit :^)
16 Sep 2015, 13:29 PM
#11
avatar of tiyq
Donator 11

Posts: 55

16 Sep 2015, 13:31 PM
#12
avatar of SirRaven of Coventry

Posts: 167

Permanently Banned
Would be so useful vs sniper abuse! Great idea!
16 Sep 2015, 13:33 PM
#13
16 Sep 2015, 13:38 PM
#14
avatar of Katitof

Posts: 17884 | Subs: 8

Everything beats relying on mortar pit vet1 for smoke.
16 Sep 2015, 13:41 PM
#15
avatar of Foxbat

Posts: 30

have been lurking this page for ages, but this thread made me register (Hi all, while we are at it :D )

I had a similar idea in mind but instead of a second ability I thought about merging those:

the smoke canister that the tommy is throwing when calling for the arty is improved itself to fulfill the smoke role, maybe for increased muni cost. Smoke effect similar to riflemen one but with red color, followed by the normal arty barrage.

16 Sep 2015, 14:39 PM
#16
avatar of Qbix

Posts: 254

jump backJump back to quoted post16 Sep 2015, 13:41 PMFoxbat
have been lurking this page for ages, but this thread made me register (Hi all, while we are at it :D )

I had a similar idea in mind but instead of a second ability I thought about merging those:

the smoke canister that the tommy is throwing when calling for the arty is improved itself to fulfill the smoke role, maybe for increased muni cost. Smoke effect similar to riflemen one but with red color, followed by the normal arty barrage.



Whalecum to the forums.
16 Sep 2015, 14:51 PM
#17
avatar of Kamzil118

Posts: 455

+12 Now we can actually use the artillery smoke package that may do something other than waste shells that will never hit.
16 Sep 2015, 14:58 PM
#18
avatar of broodwarjc

Posts: 824

They also need a longer throw range for the arty target though. Regular and smoke, currently they have to run up almost nose to nose to throw the stupid target flare. It makes the cost 45muni and 70MP just from all the loses on approach to the target. :/
16 Sep 2015, 15:27 PM
#19
avatar of braciszek

Posts: 2053

Anything to choose pyrotechnics supplies over medkits for at least one squad.
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