TankDoc_1985

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Viewing 3 posts - 31 through 33 (of 33 total)
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  • in reply to: A new way to play Wikinger: #7817
    TankDoc_1985
    Participant

    “b. The airstrike system will be totally reworked for the next patch. British doctrines are using the new system with observers and SS and AEF will have the same mechanics.”

    Could you put the observator trucks and SAS airstrike coordinator squad to the third line on the unit selection list? I mean the top right corner where the units are listed. It is not easy to find these units to call in stuff in the mass of the other units, so it would be better to separate them and put them where the usa rangers mortar pit or the usa arty 88 gun is, so it can be selected more easily.

    in reply to: Suggestion for airborne #7815
    TankDoc_1985
    Participant

    I like it! This would make sense to drop behind enemy lines, right now it doesn’t really a good tactic, I mean its much greater risk to loose elite paratroopers, then the reward to maybe flank the enemy.

    in reply to: Making flamethrowers more realistic #7814
    TankDoc_1985
    Participant

    Hi Guys!

    I wrote my ideas on discord, I copy here the discussion, please consider:

    TankDoc_1985
    2019.01.16.
    we just had a gg with @Fredy (or @Freddy ?) againts @SturmtruppenV and @gustavritter on heavy urban Vellin map. As US armor I built enginers with flamers and I still think flamers are OP. Maybe it could be nerfed so that the flamer soldier (that one model with the flamer) should not be able to sprint. Also buildings should not get burned that easily especially brick buildings like churches.

    SturmtruppenV
    2019.01.16.
    ya, with flame weapon, other close range weapon such as: MP40, MP44, Thompson, PPsH,…. become worthless in an urban warwaffe, perhap put a limitation on it may help

    TankDoc_1985
    2019.01.16.
    The M2 flamer was 20 kg empty and 30 kg loaded, so sprinting with it wasn’t that easy. Also keep in mind that it was able to shoot for 7 seconds when it was fully loaded, so other nerf could be to add the flame as a special ability that costs some ammo and have some cooldown so it can not be spammed only tactically used against entrenched units inside buildings or behind cover.
    https://en.wikipedia.org/wiki/M2_flamethrower
    I mean it could be activated like the spec ammo on tanks. So when you activate flamer it can be used for some time (7 sec if you want to be realistic, or some other duration that is balanced) just like it is used now, after that time expires the squad won’t use the flamer. you have to wait for the cooldown timer and activate it again if you want to use, for some 10 or 20 ammo.

    AulfklaererBR
    2019.01.16.
    use fuel, not ammo

    SturmtruppenV
    2019.01.16.
    I agree with @TankDoc_1985 that flame thrower for infantry need to be nerfed, somehow or in urban battle, noone gonan spend ressources into sub-machine or other close range weapon.

Viewing 3 posts - 31 through 33 (of 33 total)