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the morter exos of saxony need ten minits to die against rus melee exos it was soo painful to watch like
the antimech gunners are soo slow slower than flamer which is pretty usless wehn they are so slow i mean its a close combat unit in case of the flamers and the gunners just get too late to the battle and cant run away or survive hits and all units retreat so slow and run like grandmothers (even in coh they run faster and better away) why they can melee attack retreating units they should just slip away in my opinion like in coh and still take damage from fire weapons)
there is no transport vehicle or something like that is also a bit sad (maybe you can pack some inf on exo inf back or what about steampunk bicycles hello?)
mostly i hate the mechs they are to stupide they should react to the biggest danger and not walk away in retreat like brain dead e.g. damn like stay faceing the most dangerous enemy and walk backwards we neeed a backward botton like for the tanks in coh and maybe delete the retreat botton from the mechs
they cant move though the battlefield dont know is it bug or what... i can crush buildings but no wood and stuff they should be clumsy but this here is some times insane and so slow i want to punsh my screen
Grenades
Give Polanian infantry Molotovs, affording them a decently sized area denial ability and persistent damage/good building clearing capabilities while honoring the ad hoc nature of their 'resistance' theming. Maybe give this a lower CD (or in an ideal world, a lesser cost) compared to other grenades.
Give Saxony infantry a grenade with a narrower blast radius/lesser damage to buildings and cover, but also give them a smoke grenade. They're shock troops that (*supposedly*) work best at medium ranges, so having smoke would allow them some better flexibility when it comes to positioning, as well as viability in later-game in combined arms tactics. Medium CD (or cost) for both.
Give the Rusviet infantry a bundle grenade with a longer CD/longer(ish) fuse that deals big damage in a wide radius. Has a longer CD/higher cost, but can decimate buildings and deals solid damage to mechs.
MGs
Give Polanian MG crews better mobility, so they're a bit quicker to move around/deploy and give them reliable, good all-arounder guns. This way they can shoot and scoot, dealing damage and leaving rather than trying to engage in head on fights with enemies.
Give Saxony MG crews average mobility but give them guns with high rates of fire and higher suppression rates/areas than other MGs. This would give them a better role in combined arms tactics, allowing them to support infantry and mechs with their solid suppression and rate of fire.
Give Rusviet MG crews slightly reduced mobility, but increased health or armor and a gun with low rate of fire but high damage and improved armor penetration for dealing with mechs. Everything about Rusviet seems slow, ponderous and heavy-hitting; with this set up, they'd fit that theme and be a scary threat in their own right, but would make them struggle when it comes to switching targets or being ambushed.
*Shrug* lots of options, hopefully devs do something!
But for me I would like to see this:
Grenadier:
They should all like the standard grenade in the game, but have secondary grenade that is on a longer cool down.
Polania:
The secondary grenade should be a molotov cocktail (petrol bomb). It fits well with their guerrilla fighter theme and acts as area denial.
Saxony:
Bundled grenade. Bigger blast area and greater damage but shorter throwing ranger.
Rusviet:
Anti-mech grenade. Very small damage area, reduced damage to infantry, increased damage to mech.
Machine Gunners:
Their performance should be more closely based on their real life counter part weapon.
Polania:
Polania MG is based on the DP-27. As of now they seem to fit well with the base stat, just increase mobility a bit.
Saxony:
Saxony MG is based on the Madsen MG. So they should have the shortest burst time, the highest accuracy out of all the MG.
Rusviet:
Rusviet is based on the M1910. For them they should have lowest mobility of out of all MG, the longest burst, and increased suppression.
Yeah, maybe some makeshift anti-mech grenade would be more suited for Polania.
Yeah, the like the satchel charges the Penal squad uses in CoH2. Good idea.
+1
I really like these ideas!
The same could be done with the Flamethrower and basically any other infantry unit to make them more diverse.
Flamethrower
Saxony: Smaller cone but longer range
Rusviet: Larger cone but shorter range
Polania: Makeshift flamethrower with a medium cone and medium range, randomly malfunctions to get a longer range or larger cone burst for a short time.
Gunner
Saxony: Slower rate of fire but more anti armor damage
Rusviet: Faster rate of fire but less anti armor damage
Polania: Larger area of effect and more area damage
Medic
Saxony: Heals instantly but not to full hp (if almost dead, maybe to 66-75%) with a medium cooldown
Rusviet: Heal ticks slowly for around 50% hp in a radius with a long cooldown
Polania: Heal ticks slowly but to full hp with a short cooldown
And so on... Just be creative. ;)
http://www.inert-ord.net/russ02i/gas/index.html
also, cant help but feel like infantry ranges need to be upped across the board, like for real.
We actually read our forums, that's the least we can do, can we? ;-)