#49745
First off, Big TY on the PE Balance changes, but just 1 suggestion....
hey there, ive been playing with PE on the vanilla patch for atleast year and a half now, managing to finally get to lvl 12 (yes i do feel proud about that)
now after hearing that you guys changed the faction stats of the of/vanilla factions, i have to give a big congratz on finally changing the those little (and big) quirks that were making this game a headache.
now for my one suggestion to the infantry halftrack.
first off, t1 is undoubtedly the best opening to go with when playing against americans, muni ht is now a more useful unit, supports field presence of PG which is critical for holding territory.
but, what about t2?
thing that always had pe sort of trumped by large blobs of rifles with flamers was lack of a suppression unit, and while relic tried to solve this with the buff to suppression on iht, that was a terrible way to do it.
so i propose this (criticism needed)
infantry halftrack, when first built, has same stats as it does now, but features an upgrade that for 50 munitions, changes the skin of the ht (lets say a bigger gun or another mg42, just to make it look upgraded) and increases the health of the ht by say 50 hitpoints.
also comes with an ability, allowing it to lock down (exactly like a panzer 4)
the time to lockdown and setup is approx 3- 4 secs (slower than wher mg to setup) once lockdown its suppression stats will change, so that it only takes 1.5 - 2 bursts to suppress a group of infantry.
- it only gets suppression buff when its actually locked down, otherwise its stats will be the same as before, but no suppression at all when not locked down.
- its damage is slightly lowered, meaning that it can only suppress infantry in lockdown mode, not insta kill them.
pack up time is about 1.5 seconds, meaning it can still escape if flanked, but wont be able to reposition so easy.
cannot rotate ht once lockdown.
when the upgrade is researched, the infantry ht can no longer transport units, and possibly cannot reinforce them either (this im deciding on)
-cannot transport units while upgrading (meaning u cant do 2pg 2 ht base rush on ami base)
so yes a big wall of text of trying to find a way to get some use out of the ht without turning it into that monster game ender in 5 mins as it was before.
the pros to this idea:
no longer blob wars, flanking is needed to push back a pe player that went t2.
Combined arms with the pgs and iht
reduces pg spam
makes going t2 just as good as t1.
tho i still think with doing this the iht would have to cost 260mp and 25 fuel then, to counter balance its usefulness with the upgrade.
what does everyone think about this? what could possibly be the negatives from doing such a change?
ty ef mods and devs
now after hearing that you guys changed the faction stats of the of/vanilla factions, i have to give a big congratz on finally changing the those little (and big) quirks that were making this game a headache.
now for my one suggestion to the infantry halftrack.
first off, t1 is undoubtedly the best opening to go with when playing against americans, muni ht is now a more useful unit, supports field presence of PG which is critical for holding territory.
but, what about t2?
thing that always had pe sort of trumped by large blobs of rifles with flamers was lack of a suppression unit, and while relic tried to solve this with the buff to suppression on iht, that was a terrible way to do it.
so i propose this (criticism needed)
infantry halftrack, when first built, has same stats as it does now, but features an upgrade that for 50 munitions, changes the skin of the ht (lets say a bigger gun or another mg42, just to make it look upgraded) and increases the health of the ht by say 50 hitpoints.
also comes with an ability, allowing it to lock down (exactly like a panzer 4)
the time to lockdown and setup is approx 3- 4 secs (slower than wher mg to setup) once lockdown its suppression stats will change, so that it only takes 1.5 - 2 bursts to suppress a group of infantry.
- it only gets suppression buff when its actually locked down, otherwise its stats will be the same as before, but no suppression at all when not locked down.
- its damage is slightly lowered, meaning that it can only suppress infantry in lockdown mode, not insta kill them.
pack up time is about 1.5 seconds, meaning it can still escape if flanked, but wont be able to reposition so easy.
cannot rotate ht once lockdown.
when the upgrade is researched, the infantry ht can no longer transport units, and possibly cannot reinforce them either (this im deciding on)
-cannot transport units while upgrading (meaning u cant do 2pg 2 ht base rush on ami base)
so yes a big wall of text of trying to find a way to get some use out of the ht without turning it into that monster game ender in 5 mins as it was before.
the pros to this idea:
no longer blob wars, flanking is needed to push back a pe player that went t2.
Combined arms with the pgs and iht
reduces pg spam
makes going t2 just as good as t1.
tho i still think with doing this the iht would have to cost 260mp and 25 fuel then, to counter balance its usefulness with the upgrade.
what does everyone think about this? what could possibly be the negatives from doing such a change?
ty ef mods and devs
