Balancing US
Posted: Sat May 11, 2013 5:12 pm
You know it was a matter of time before I creep my way into the forums. Nice main website... looks weird, but just so clean lol.
Anyways Been playing Blitzkreg mod and I saw 3 things that reinforced what I been saying for a while.
1- Slit Trenches... I know i know static gameplay... but against overwhelming Chinese numbers they sort of make sense. Not really ...a must but maybe you can reconsider.
2- Snipers. Both the US and the Marines use the same fireteam sizes, 4 guys. Since they are so vulnerable to snipers I dont know if you could make US infantry take two shots to kill one infantry...?
-The other point of this is to have snipers available from T1 for the Army.
3. Last but certainly not least you've heard it before. Remove the ammunition consumption for the at4. Have the AI use it on their own as the marines use the smaw. It is a HUGE deal how marines use the smaw without ammunition but the army has to spend it.
True!, that the AT4 is a one time fire, but still it is a single round, no different is marines having to carry extra launch tubes for the smaw.
What I suggested before however is make the AT4 loose ground compared to the smaw but gain in others:
-Less accuracy vs infantry
-More damage vs buildings
In other words make the AT4 be more effective against big targets... tanks and buildings.
Well that is pretty much it... this was from .014 haven't tried the new one yet
can't yet anyways. I might find out this was done already and I am talking stupidness 
BTW... hardcore is amazing
. Find it easier to tackle the chinese. Although the AI spamming those anti tank vehicles makes short work of my flimsy strykers...funny how I need numerical superiority to beat their units... ironic I think is a better word.
Now not to be a bitch, so let me say what I loved too... few things for patting your back:
Sniper upgrades... awesome
Marines... love their SMaw, infantry can finally tackle enemy armor better, although I think their hp should be higher.
Now... weirdo factor:
The way you capture points on hardcore...actually I am broken on this one, is really a pain or a blessing. it isn't both... I say it because a humvee now works like the chinese little mini tank thing ATV something
. But I dont agree how one unit can capture the region from the outskirts. I take advantage of this ...exploit, and so does the enemy. They stay in one building and I am in the middle and we are at contest.
Dont know if it could be both. If you are within the region you get to begin capturing it, BUT if you send a unit to the actual flag point you get extra capturing ..speed or power.
To offset me or the AI staying on the fringes of the region and still counting as a capturing contest.
------------
Bugs:
Beaux Lowlands, the main bridge does not blow. The engineers instead throw the demo charge at their feet... and blow them selves up.
-----------
Last minute suggestions:
In blitzkrieg the demo charges are 4 charges set on the bridge which you can choose to blow when you want to make a trap.
Dont get me wrong... I love both ways, throwing and setting demo charges. Is there a way you can do both?
Not sure if throwing demo charges be more expensive but faster?
While setting demo charges less expensive but more time consuming?... and invulnerable to return fire, unless engineer's minesweep the bridge... which they wontbecause they'll get killed lol.
In other words I guess what I am trying to get to, is to be able to set demo charges again, and have that icon to "blow" them up, to set a trap, aside from ordinary mines.
Anyways Been playing Blitzkreg mod and I saw 3 things that reinforced what I been saying for a while.
1- Slit Trenches... I know i know static gameplay... but against overwhelming Chinese numbers they sort of make sense. Not really ...a must but maybe you can reconsider.
2- Snipers. Both the US and the Marines use the same fireteam sizes, 4 guys. Since they are so vulnerable to snipers I dont know if you could make US infantry take two shots to kill one infantry...?
-The other point of this is to have snipers available from T1 for the Army.
3. Last but certainly not least you've heard it before. Remove the ammunition consumption for the at4. Have the AI use it on their own as the marines use the smaw. It is a HUGE deal how marines use the smaw without ammunition but the army has to spend it.
True!, that the AT4 is a one time fire, but still it is a single round, no different is marines having to carry extra launch tubes for the smaw.
What I suggested before however is make the AT4 loose ground compared to the smaw but gain in others:
-Less accuracy vs infantry
-More damage vs buildings
In other words make the AT4 be more effective against big targets... tanks and buildings.
Well that is pretty much it... this was from .014 haven't tried the new one yet
BTW... hardcore is amazing
Now not to be a bitch, so let me say what I loved too... few things for patting your back:
Sniper upgrades... awesome
Marines... love their SMaw, infantry can finally tackle enemy armor better, although I think their hp should be higher.
Now... weirdo factor:
The way you capture points on hardcore...actually I am broken on this one, is really a pain or a blessing. it isn't both... I say it because a humvee now works like the chinese little mini tank thing ATV something
Dont know if it could be both. If you are within the region you get to begin capturing it, BUT if you send a unit to the actual flag point you get extra capturing ..speed or power.
To offset me or the AI staying on the fringes of the region and still counting as a capturing contest.
------------
Bugs:
Beaux Lowlands, the main bridge does not blow. The engineers instead throw the demo charge at their feet... and blow them selves up.
-----------
Last minute suggestions:
In blitzkrieg the demo charges are 4 charges set on the bridge which you can choose to blow when you want to make a trap.
Dont get me wrong... I love both ways, throwing and setting demo charges. Is there a way you can do both?
Not sure if throwing demo charges be more expensive but faster?
While setting demo charges less expensive but more time consuming?... and invulnerable to return fire, unless engineer's minesweep the bridge... which they wontbecause they'll get killed lol.
In other words I guess what I am trying to get to, is to be able to set demo charges again, and have that icon to "blow" them up, to set a trap, aside from ordinary mines.