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Eastern Front Replays / Re: Igenery and Officer Rush 1.11
« on: June 03, 2010, 03:26:29 PM »
hi guys, I am his friend who played this game with him
thats some good advice there
I really dont think so, if the inginery becomes more weak it will be utterly useless. even now it only has a little more firepower than an US enginer (it is more expensive so its understandable), but its hp is waaaaay lower than its american counterpart. or just its armor is non-exsitant... if any unit finds az ingenery alone (with the exeption of pioneers), then that ingenery squad is done for... 100%
well my advice for balance would be a little nerf to the officier-s arti:
- it should get a cd right off the bat when it is available, so an officier could not call in right after it is built
- cooldown could be longer too
early game its just a 1 squad army of commandos
...
thats some good advice there

Inginery are too powerful at the moment due to having the wrong rifle version in this patch....that'll be fixed, cheers
I really dont think so, if the inginery becomes more weak it will be utterly useless. even now it only has a little more firepower than an US enginer (it is more expensive so its understandable), but its hp is waaaaay lower than its american counterpart. or just its armor is non-exsitant... if any unit finds az ingenery alone (with the exeption of pioneers), then that ingenery squad is done for... 100%
well my advice for balance would be a little nerf to the officier-s arti:
- it should get a cd right off the bat when it is available, so an officier could not call in right after it is built
- cooldown could be longer too
early game its just a 1 squad army of commandos

]), its just a concept on how the Ostheer faction should work in my opinion. I didn't do any complete doctrines and such, just a few ideas. I wanted to retain the Germans massive buildings, and just modify in a way to be unique.