No this is a retarded Idea of having a unit that can deal with EVERYTHING in the game. It's stupid an OP. stop thinking nonsense.(sorry if this seems rude or very critical but I'm find the whole idea ridiculous)
saying that a flamethrower squad that can kill a tank's engine is OP is like saying that the AT-HT with a treadbreaker is OP,
Quote from: Versedhorison on May 19, 2010, 11:00:31 AMNo this is a retarded Idea of having a unit that can deal with EVERYTHING in the game. It's stupid an OP. stop thinking nonsense.(sorry if this seems rude or very critical but I'm find the whole idea ridiculous)saying that a flamethrower squad that can kill a tank's engine is OP is like saying that the AT-HT with a treadbreaker is OP, which it isn't, my initial idea for a "special" kind of squad would be the following:Flammtruppen (I used the Pio page from CoH-Stats as base)3 soldiers, 1 flamethrower and 2 MP40 with the same health (per man) as Wehr Pioneers, essentially this would mean they are as strong as the pioneers (210hp distributed to 3 men = 140hp to 2 men, each member of the squad would have 70hp, an officer alone has 140 i.e.)."Aimed Burst" ability, a medium-cost munitions ability that could be used on vehicles, this would have a chance to damage the engine (yellow), a small chance of not doing damage to the engine at all, and a minimal chance of severely damaging the engine (red), the ability can be compared to the AT-HT's treadbreaker, only it doesn't immobilize the enemy tank completely, it just slows it down.Popcap for these should probably be at min. 3, with a higher cost than the Wehr Pios (Pios = 120mp, these could be around twice the price, costing more than a usual wehr pio, but less than a wehr volk squad), like the german pioneers, they would be affected by the Negative Zeal, meaning the more of these are close, the more damage they would receive.Of Course, unlike the pios they would not be able to do any kind of construction, as they are special @Akalonor: I do not agree with the Ignite ability, as that would probably have to change the effects of the flamethrower to a level that other flamethrower units would want to have, it would affect infantry too easily.
The abilities I listed were just examples.@Versedhorison Haven't you ever been told 'If you have nothing nice to say don't bother saying anything at all!' but really that was kind of rude.
It appers people are forgetting some facts. Flame Throwers to start with are very effective against all infantry, buildings and anyone in buildings. With these proposed ideas of making a flame thrower unit effective against vehicles and tanks as well you are basically creating a unit that can deal with pretty much EVERYTHING. I shouldn't need to say it but it seems I do; once you make a 'super-unit' that is effective against almost all kinds of units in the game (and especially at a relatively modest cost) you've broken the game. All that would become of the game is people spamming this one unit a soon as its available and their opponent could do almost nothing.
@Versidhorison You are forgetting that the US Rangers are Uberbadasslolpwners of tanks and infantry.The squad will be of limited range, in street warfare they would be very elite but in an open map they would be worthless.
I wouldn't call Rangers exactly effective against both tanks and infantry. They do have the capacity to deal with both, but are generally inferior to dedicated infantry or tank killers in either area. If flamethrowers are to be effective against armor, they'd have to have their potency against infantry and structures reduced.