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russian armor

Improving stationary support weapons

3 Feb 2016, 05:17 AM
#21
avatar of Hans G. Schultz

Posts: 875 | Subs: 2

Stationary support weapons are kinda underused. Not only are they easily countered by off-map strikes and - if that wasn't enough - pretty expensive in terms of MP, the commanders aren't that great either.

So, how could relic improve their viability without actually buffing them?

Here's my idea:

Once you reach the needed CPs, your Pios/Engineers can build them WITHOUT crew for the MP cost of only the actual gun. That would be 360MP for one LeFH, for example.

The crew needs to be built at the HQ FIRST for the rest of the MP cost - 240MP in case of the ML-20/leFH. You can only have as many PAK43s/LeFHs/ML-20s as you have crews.

The crew can then operate the gun OR abandon it whenever you want (in case of an arty strike for example). The mechanic already exists ( see USF). You can't just re-crew them with, for example, Grens to abandon them again to get a free Gren squad. Only the buildable crew can re-crew those guns.

Stationary weapons could still be destroyed by Stuka Dive Bombs or Il-2 bombing runs instantly BUT (in case you saved the crew) your next howitzer will cost way less than they do ATM. And you keep the veterancy.

Whatcha think?


Don't forget about railway artillery :lol:

#Gustav2016
3 Feb 2016, 06:14 AM
#22
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

don't know if anyone has mentioned it yet but if the gun was built decrewed people would just crew it with a cheap squad and if it could only be crewed with the special expensive squad it would be an overall nerf because you would have to build a new squad every time (new squads are expensive) and walk it to the howizter from you base (on 4v4 maps the howitzer is often closer to the center of the map).
3 Feb 2016, 15:45 PM
#23
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

if it could only be crewed with the special expensive squad it would be an overall nerf because you would have to build a new squad every time (new squads are expensive) and walk it to the howizter from you base (on 4v4 maps the howitzer is often closer to the center of the map).


The crews would be harder to wipe though (maybe even impossible to wipe vs good players) because you can just retreat them.

Moving that one squad from your base to the de-crewed gun shouldn't be that much of a challenge :/
3 Feb 2016, 16:07 PM
#24
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

don't know if anyone has mentioned it yet but if the gun was built decrewed people would just crew it with a cheap squad and if it could only be crewed with the special expensive squad it would be an overall nerf because you would have to build a new squad every time (new squads are expensive) and walk it to the howizter from you base (on 4v4 maps the howitzer is often closer to the center of the map).

G4bb4's basically not saying to outright buff static artillery's cost and spammability, he wishes to add a greater possibility for the units to rubberband against off-maps killing them with ease. Thus, the crew mechanic would let them to intentionally decrew a gun in imminent danger to preserve their vet and ease the creation of another gun. As only they can do this, static artillery won't be hugely cheaper to maintain and replenish in failures to keep the crew alive, which will still keep the artillery user down if they fail to protect their guns against a significant attack but preventing static artillery's losses being crippling just by their enemies taking a peek at them, dropping arty on the guns, and doing nothing else. A lot like the retreat mechanic for most infantry, basically.
3 Feb 2016, 18:27 PM
#25
avatar of Grittle

Posts: 179

An optional upgrade/vet the arty emplacements could get is a crew survival training upgrade that lowers indirect damage received to crew and gun could be in order...
4 Feb 2016, 03:34 AM
#26
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470



The crews would be harder to wipe though (maybe even impossible to wipe vs good players) because you can just retreat them.

Moving that one squad from your base to the de-crewed gun shouldn't be that much of a challenge :/


ah, i see, i missed the abandon part.
4 Feb 2016, 11:42 AM
#27
avatar of Unbekannter Soldat

Posts: 51

Yes yes yes this post x1000
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