So lets talk about fortifications Discussion of the Week #1, How interactions dont play out as well as they used to. |
So lets talk about fortifications Discussion of the Week #1, How interactions dont play out as well as they used to. |
5 May 2017, 18:10
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
Sooo with the latest internal beta Fortifications now cost from 100 to...0?
Thats great now aint it? Well sorta, Now that they are for free the way we use and look at things have changed. Usually I went with this layout, and I forgot to mention in that image that; Tank traps do not give garrison bonuse Now with the changes the Tank trap barricade doesnt have a reason other then to fuck around with pathfinding and honestly thats not a valid reason to exist. Thats like saying we should allow something in the game because the particles add more lag into the game. It now doesnt have much of a place to stand on its own. Now comes to the issue connected to this; The medic outpost upgrade as you dont have a reason to build tank traps and heal exposed/outside Infantry then why would you build this? Well that comes to two reasons and maybe three 1-Your pushing/Defending so you Need the healing for making the most for your troops and upgrade it to the medic outpost. 2-You need it to keep the longevity of your heavy snipers as they trade shots agaisnt buggys firing on the move.(It isnt alot of damage but without this they'll die eventually) 3-You didnt go for prepared defences upgrade (Which right now is really meta and you see it very often) My ideas to fix both issues; 1-Allow Infantry in tank traps to be stealthed when not firing which would allow you to provide an ambush on any sneaky beaky fellas that didnt expect to encounter you. (Im looking at you stealth commanche raids) 2-Allowing the medic outpost to call in a pegasus chopper.This would Allow the player to recyle the investment if the outpost is overrun and allow ECA reinforce their heavy sniper postions by quickly replenishing the funds for it. Then theres another issue I want to bring up and its not as big of an issue but still ODD Theres currently an open top upgrade for fortifications that allow pineers and grenediers to garrison them, making them immune to toxin weapons and snipers and the such. With the latest changes Grenediers have been shifted from being "Just a panzerfaust but good cause you can use them vs paladins" to an anti building unit/Anti infantry Given the secondary weapon it has and the fact that its main weapon switched to Auora bomb which does damage agaisnt buildings and infantry more. Now it used to make sense for this fortification to house one guy thats biggest weakness was to getting sniped with ease.Now hes got a shield of sorts to protect himself. Why would you want AU bomb damage on the front line? Are you pushing with theese fortifications with grenediers somehow? Its not as big of an issue but if possible, the grendier to have a more fitting damage type perhaps? Im not an ECA Player So I'd like to hear from you, the playerbase about this issue and what you think would be the right way to go. Tester and devs can comment to (Otherwise the main two ECA's Skitt/Mizo would be blocked out ) This post has been edited by (USA)Bruce: 18 May 2017, 0:38 -------------------- |
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