#56599
(1.3) Vickers MG to weak?
I don’t know if you changed the Vickers or not when placing it in the new British faction but it just sees to weak for what it costs. I was playing a game the other night and watched a volks squad (no vet) in cover at about mid to long range almost solo a MG nest from the front had I not sent squads to help they probably would have won.
A few buff ideas might be
Add the ability to change target- currently the Vickers deals that little suppression and damage that I have just watch a number of unveted squads walk past as one takes the bait.
Increase damage or suppression (not both)
Increase health – 100 HP should do it small arms just make light work of these things
Enable the ability to rotate – about 4 seconds should keep things fairly balanced with low suppression and long pack up and put down timer you are not going to be able to do it in emergency situation nor are you going to be able to suppress multiple squads on different sides but it will add a something a little different to the faction
Granted I know most of this goes against your do not change original factions.
A few buff ideas might be
Add the ability to change target- currently the Vickers deals that little suppression and damage that I have just watch a number of unveted squads walk past as one takes the bait.
Increase damage or suppression (not both)
Increase health – 100 HP should do it small arms just make light work of these things
Enable the ability to rotate – about 4 seconds should keep things fairly balanced with low suppression and long pack up and put down timer you are not going to be able to do it in emergency situation nor are you going to be able to suppress multiple squads on different sides but it will add a something a little different to the faction
Granted I know most of this goes against your do not change original factions.
Last edited January 27, 2011 at 11:55 PM by slim