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Soviet conscript flair killing models

Should conscrip flairs be reduced to either following
Option Distribution Votes
10%
37%
54%
Total votes: 41
Vote VOTE! Vote ABSTAIN
14 Dec 2017, 10:08 AM
#1
avatar of steffenbk1

Posts: 139

This is soemthing ive found annoying for a long time, and that is that a 10 muni flair will kill any model on any unit. I think it should be reduced to doing health damage insted of killing models.

14 Dec 2017, 11:01 AM
#2
avatar of aomsinzana

Posts: 284 | Subs: 1

The mines that cannot kill anything that trigger it :thinking.
Better increase the cost.
14 Dec 2017, 11:40 AM
#3
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

its a flare, the advantage is getting vision. For 10 muni, that is an appropriate cost for the benefit of vision. No health damage, no killing.
14 Dec 2017, 15:29 PM
#4
avatar of Hven

Posts: 90

yup for 10 ammo it's fair to only have vision. voted
14 Dec 2017, 15:34 PM
#5
avatar of ZombiFrancis

Posts: 2742

It's a flare that requires an enemy model to walk over it, which can restrict it's utility.

If it could be changed to function like the OKW Overwatch flares that might be worthwhile. Cons could for 0 to 10 munis put a warning flare on a territory point or something.
14 Dec 2017, 16:08 PM
#6
avatar of Frost

Posts: 1024 | Subs: 1

I don't think that pool will matter anyway, no one serious reading this section not ironically
15 Dec 2017, 04:42 AM
#7
avatar of cheese tonkatsu

Posts: 105

okw overwatch doctrine : free flair. no need to set up. immediately set up when enemy stepped on once. interesting
15 Dec 2017, 07:29 AM
#8
avatar of jagd wölfe

Posts: 1660

okw overwatch doctrine : free flair. no need to set up. immediately set up when enemy stepped on once. interesting


Lol it's so OP i suggest you to always stick with that doctrine =)


Ahahahahah what a joke....
15 Dec 2017, 08:29 AM
#9
avatar of Gbpirate
Senior Editor Badge

Posts: 1150

For 10 munitions it's probably too cheap. Twenty would be a fairer price?

Perhaps it would be best if it would be a trip-wire activation that doesn't cause damage, but has a larger AoE for it to be triggered?

Also, I'm pretty sure the trip-wire will trigger a demo... It illuminates the macabre scene afterwards for viewing pleasure.
15 Dec 2017, 09:11 AM
#10
avatar of The amazing Chandler

Posts: 1355

30 munitions mine kills 1-2 models (most of the time 2), make flair mine cost 15-20 munitions and it leave is like it is.
15 Dec 2017, 11:04 AM
#11
avatar of Dangerous-Cloth

Posts: 2066

Just vision, you can spam these things pretty hard when wanted.
15 Dec 2017, 11:59 AM
#12
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Lets make game more EZ for players that dont know why in game are sweeper. Coz thay like A move.
15 Dec 2017, 14:32 PM
#13
avatar of steffenbk1

Posts: 139

Lets make game more EZ for players that dont know why in game are sweeper. Coz thay like A move.


its not about making the game easier, because they are so spameble because of its low cost. I agree we can keep it as it is, if we increase the cost and cooldown. And if you get say 4 cons i can put down flairs at four points of the map, and sweeping all that would be close to impossible.
15 Dec 2017, 14:54 PM
#14
avatar of steffenbk1

Posts: 139

30 munitions mine kills 1-2 models (most of the time 2), make flair mine cost 15-20 munitions and it leave is like it is.

yeah that would be reasonable, since 3 tripwire fliars cost as much as a mine but kills more models.
15 Dec 2017, 16:21 PM
#15
avatar of ferwiner
Donator 11

Posts: 2885


yeah that would be reasonable, since 3 tripwire fliars cost as much as a mine but kills more models.


Mines have both AI and AT utility, flares are only AI so they are more cost effective at it. I would rather make mines kill 3 models instead of 2 as we have only one 3 men squad in the game so it wont be squad wiping and it will be cost effective. Now that demos will be detectable without sweepers there should be some different threat to make people actually build and use sweepers.
15 Dec 2017, 16:29 PM
#16
avatar of ZombiFrancis

Posts: 2742

The limited number of entities being affected by mines was entirely a stopgap measure based on general squad spacing (since changed) and garrisons (changing?).

Also potentially squad AI.

Since the rationale behind the original adjustment has changed do much, I think it may be worth revisiting mines.
17 Dec 2017, 22:04 PM
#17
avatar of thedarkarmadillo

Posts: 5279

Its already underused, over accessible and underwhelming and you want no nerf it?
17 Dec 2017, 23:30 PM
#18
avatar of Storm Elite

Posts: 246

Or... just throwing this out there... we could, you know, actually buff Axis (especially Ost) infantry so that they don't lose their first model literally in the first half a second of every single engagement, thus becoming useless and being forced to retreat, unable to do battle anywhere outside of a garrison.
18 Dec 2017, 09:06 AM
#19
avatar of Highfiveeeee

Posts: 1740

As far as I know, trip wires cannot be shift ordered, right? Meaning that you have to explicitly build every one on your own.

I honestly wouldn't want to put this amount of micro in something like that.
18 Dec 2017, 20:17 PM
#20
avatar of What Doth Life?!
Patrion 27

Posts: 1664

This is soemthing ive found annoying for a long time, and that is that a 10 muni flair will kill any model on any unit. I think it should be reduced to doing health damage insted of killing models.



Ostheer sniper got a tiny hp buff like 4 hp so it won't get oneshot by them within the past few patches. Just a fun little fact :P
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