Lets try too stick to the topic, the vet 1 ability Blendkörper is irrelevant to the USF officers grenades and anyone who want to talk about other grenades and their CD can start a thread about it. |
He is clearly talking about Osttruppen
true he was responding in post about grens though and I was confused or something got edited. |
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Are they cheap (+ reinforce)? Also yes.
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Grenadiers are cheap to reinforce? compared to what? |
I wouldn't think only the Luchs is coded to ignore cover. Where have you read that?
patchnotes:
We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Regardless of it being "Accuracy or AOE based", negating cover also includes the 50% damage reduction from Green, I don't think it's really THAT meaningful a distinction here. Even if the Luchs misses it's still perfectly able to damage units. It does have AOE damage, even if the AOE isn't that large.
Point here is that accuracy based weapons like luch's main gun suffer from both accuracy and damage reduction while the AOE accuracy penalty make little to no difference.
For istance a luch firing on squad in heavy cover at range 11 and up would do only 12.5% DPS while a T-70 firing on squad in heavy cover would do 0.5 damage (or even more because the entities would be closer than normal). |
It's still a smoke grenade, it just has some slightly different properties. The damage is both a benefit and a negative, it means you can use it as a weapon, but you can't assault through it, nor drop it at your feet to assist in capturing a point. I think it also prevents vehicles from using their weaponry.
But it still blocks sight, so it's still a smoke. Saying that it isn't is a bit of a semantic argument. It's the Sight-blocking property that makes it a "Smoke Grenade", not the fact you can assault through it, nor the fact it's specifically named "Smoke Grenade".
The reason smoke grande and HE share cool down VG is because they would be able to be used to frontally attack HMGs, oddly that restriction does not apply for Officers probably due to an oversight and it should be fixed.
The rest is irrelevant, lets not derail this thread with thing that have nothing to do with topic.
(Blendkörper are different and simply irrelevant to officers smoke grenades) |
I would assume tanks are also subject to the "Within 10 range to negate cover advantages" as well. If this is the case, if the tank is close enough to the cover, even if the Infantry are "behind" it, they'll still take full damage.
Generally no, think only Luch does negate cover bellow range 10 but that has more accuracy based damage and less AOE damage. |
I mean, both the Bundle and Warcrime grenade are offensive grenades. I'd say they should indeed have shared cooldowns. Regular smokes/grenades should as well, though. Any throwable should share cooldowns (Except for Snares, and perhaps speciality abilities like Satchels, if any unit were to have both a Satchel and a Grenade. Uncertain on the latter.)
I am not debating weather they should or should not share a CD, I am simply point out that Ober and Fall do not use smoke grenades and thus the argument is mute. |
Do obers and falls share cooldown on their smoke and nonsmoke grenades?
Ober and Fall do not have have smoke grenade they have "wp" type grenades similar to assault IS that damage and slow units in them so they can not be used to advance through smoke.
In any case officer and fuss/ober share little similarities and thus the comparison is irrelevant. |
Thanks, this must be what I was thinking about. I think it makes intuitively more sense than I expected, too.
Suggestion, do not use infatry with their backs "against the wall" (or other world objects) when facing weapon with explosive projectiles. |
USF officer currently feel more like another "riflemen" squad. These are some suggestions on how to make these unit more unique:
General Changes:
Passive sprint replaced by timed sprint.
Reasons:
consistency passive sprint has been removed from most units.
non tech weapon upgrade removed.
Reasons:
The weapon upgrade where needed before the tech revamp but now they are no longer necessary. In addition with this suggestions they are being replaced by other options.
Grenade/smoke grenade share CD
Reasons:
consistency.
Shared vetarancy removed for LT/CT
Reasons:
These units can dish out damage and thus there is no reason for shared veterancy
Make Thompson transferable
Reasons:
Consistency
Design:
LT designed as an offensive oriented unit
Captain design as an defensive/utility oriented unit
Major a utility unit
LT:
start with 1 Thompson/4 carbines can now upgrade with 2 more after weapon rack unlocked, takes all weapon slots.
Vet 1 ability "on me" (ability can scale with veterancy)
Reasons:
Solidifies LT as an offensive AI unit.
Captain:
Start with 5 Garrands, can now upgrade with an LMG take all weapons slot, can no longer supervise
, has access to frag grenade and AT grenade
Vet 1, "mortar barrage" calls in a mortar barrage (ability can scale with veterancy)
Reasons:
Solidifies Captain as defensive oriented unit with utility
Major:
Now has 1 entity can be upgrade to increase entity to 3, start with pistol if upgrade 1 carbines.
Reckon flight replaced by use binoculars providing "focus sight" as vet 1 ability.
Smoke grenade removed can now supervise.
Reason:
Major become utility oriented while allowing player to use him both in base and out of it with low Pop.
Reckon plane removed since this option should not be available stock.
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