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General Discussion / Re: allies vs allies and axis vs axis
« on: July 13, 2012, 08:50:19 AM »BB told me that I would be unable to play Online,... So I chickened oul
quit teasing dude!
just tell us already, we'll make back ups
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General Discussion / Re: allies vs allies and axis vs axis« on: July 13, 2012, 08:50:19 AM »BB told me that I would be unable to play Online,... So I chickened oul quit teasing dude! just tell us already, we'll make back ups 2
General Discussion / Re: allies vs allies and axis vs axis« on: July 12, 2012, 02:40:21 PM »If he knew how to do it I dont think he'd be here atm i confess my modding skills aren't exactly sharp but i am good at following simple instructions haha 3
Balance Discussion / Re: Breakthrough Doctrine- Mechanics« on: July 12, 2012, 02:37:13 PM »Yeah but one doesnt go for urban JUST for dual flamers. And you realize blobbing sturms is a bad idea since they have negatve zeal (everyone does it but its still bad yeah there's downside of every combination of tactics i definitely agree BT has a lot going for it, which is why I thought it would be nice if mechs instead of a call in squad might be just an addon for outposts that auto repairs your vehicles nearby. That ways theres more incentive in terms of convenience, but not enough boost to overpower anything 4
General Discussion / Re: allies vs allies and axis vs axis« on: July 12, 2012, 02:28:31 PM »This has been discussed previously the same answer has been given every time: Yeah I saw that, which is why I asked if theres a way to have it as an add-on to the EF mod or simply a tutorial thread to show others how to do it for single player only 5
Balance Discussion / Re: Breakthrough Doctrine- Mechanics« on: July 12, 2012, 02:26:12 PM »Yeah but that involves alot of teching and resources. Not to say 300 mp is nothing but with stum ingy + dual flames its 400 mp, 25 fuel, and 150 muni IIRC(if you add cost of teching). Also you should keep in mind the popcap and resource drain. AKAIK its less with Mechanics. That extra manpower/fuel is well warranted if you consider in that scenario you would use sturmovies as your core infantry. Its like a storm trooper + flamerthrower + mechanic squad in one + tank traps e.g early game ingenery only mid game upgrade ingenery to sturmovie instead of strelky - cost is basically the same in terms of teching if urban: double flamer upgrade - turns it into a 4 man rape mob 6
Balance Discussion / Re: Strelky vs Guards« on: July 12, 2012, 02:20:42 PM »Guards are OP now IMO. THey have a huge amount of health, can still be unsurpressed (vet 3 however), extremely powerful weapons, and get a free DP which can be used while running, and their nades seem to do a huge amount of dmg. ALso IDK if its jus me but it seems like when they throw the AT nade the nade actually follows the tank, making kiting kinda useless. They can even beat KCH. I agree that guards are solid units theoretically, but in practice because of their arrival in late game (they take as much teching as a tank damn it!) their practical use is pretty low and often become a bad drain on manpower when you do use them. Where as strelkys generally shred axis units in less than 2 seconds with their ppsh upgrade + sprint ability, 75% times kills a entire squad for good though it definitely is a difficult situation because i think SU is overall still rather OP and it wouldnt be good if guards got any attack boosts or so 7
Balance Discussion / Re: Breakthrough Doctrine- Mechanics« on: July 12, 2012, 02:14:52 PM »
I think mechanics would have done better as an outpost addon that works like a repair bunker, good for easing micro load for a little manpower
because atm it seems much more sensible to get some sturmovie ingeneries (esp with double flamers if u play urban doc) that not only repair your tank but also help fight against infantry. 8
General Discussion / Re: allies vs allies and axis vs axis« on: July 12, 2012, 02:10:33 PM »You can play SU vs SU but you need an extra buddy to go to automatch. IDK about the allies vs allies though The NHC mod basically has all 5 factions in allies as well as axis. Except with that mod its also got nebelwerfer donkeys and tankless americans etc Now I wouldn't think its a good idea in terms of multiplayer because the delicate balancing, but sometimes I'd just like to play a game in skirmish thats a bit like simulated cold war in ww2 soviets vs americans. Surely it wouldn't be too hard? I mean its been done in another mod, maybe it can be some sort of optional add on? I'm sure i'm not the only one who's wanted to play a game like that Or if its not too complicated, even a sticky with instructions on how to mod it ourselves? 9
Balance Discussion / Strelky vs Guards« on: July 12, 2012, 02:03:36 PM »
Is it me or have guards been nerfed so much that they are rarely worth getting? Though they definitely used to be way too overpowered (free grenades, upgraded squad sizes almost as big a strelky, no need for weapon upgrades)
Now Guards compared to Strelky Pro: -Krak grenades -Good bonuses veterancy wise Con: -Lots of teching -Smaller squad -Costly manpower -No associated buff like Strelky sprint -AT easily kited -Four man squad It just seems in practice there is rarely any need to use guards at all, strelky are powerful with upgrade as it is vs infantry, cheaper as well. With naval infantry in the game guard seems almost obsolete like Knights cross holders, late game infantry with little justifying their purchase. The only real time I use guard now is if i churn them out from red tide ability of propaganda tree Perhaps some sort of cap rate boost could justify their use as "vanguard troops" on a side note: whatever happened to trenches? 10
General Discussion / allies vs allies and axis vs axis« on: July 12, 2012, 01:54:08 PM »
Is there any add on mod that allows me to play allies vs allies and axis vs axis?
Sort of like what the NHC mod did, except without such major changes to actual game play I'd love to try soviets against americans
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