Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

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RoadkillRodger
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Re: Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

Postby RoadkillRodger » Mon 20 Mar 2017 03:42

Seryn wrote:My apologies if I appeared a bit of an ass, I was having trouble keeping a ship in FtD from BLOWING ITSELF UP at the time, very frustrating.


The dwarven fortress of milsims

Edit: nvm, I was thinking of Command: Modern Air/Naval Operations

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Re: Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

Postby Seryn » Mon 20 Mar 2017 16:58

DarkKnightz01k wrote:@Seryn if i may not be wrong in thinking.What do you think about ? -

Artillery


like for M110 , M110A2, Paladin, Caesar , Msta, AuF1, Bkan, etc..
the one with 21000, 24000 or more in range. (mid to long range ones)

Should n't there number be increased to 4 units per card. while Just keeping 1 Max pack.

cuz if 2 Max Packs shall be there , then perhaps No one will ever look to buy 17,000 range artillery.

Right now they are 2 or 3 which is , too less as per artillery battery.

OR are they also too powerful ?

As 4 units can provide just sufficient long range support.

Having just sufficient artillery may also free a slot which can then may be used for Anti-Air.
rather having 2 cards of artillery sometimes.


Planes

@urogard pointed out planes number to be less earlier in thread.

i think for some non prototype units 3 trained and 2 hardened should be there.

like for F15 Air -to-Air i found only 3 rookie, which is bad in terms of Air Superiority fighters.
i mean Air Superirity fighters should not be rookie.
like for Su-27 , ground attack with TV guided missiles there is just 1 unit which should have be atleast 2 hardened or 3 trained.
like for A10-Thunderbolds there should be 2 hardened or 3 trained.

in planes i think there is just a bit of imbalance in distribution.

Activation points for Nations Decks which are right now 60 for "General Decks" , which i think may be slightly increased to 65,

that shall lead to recruit just 2 more units of infantry, thus making use all 5 slots for hiring adequate infantry in General decks.

and 45 Activatin points for BLUFOR/REDFOR may be slightly increased by 5 to make it 50, to hire same 2 infantry cards.

Chinook Transport - it would have been real nice if Chinooks/SuperChinook Transport could Load, carry and Unload
Tanks/APC/IFV.



Artillery is a nuisance unit, an M110 can one shot any 10 man infy squad in the open, be they Militia or Elite, and 2 shot any in cover, 3 shotting 15 man infy teams.

Paladins are a low Aim time arty, that's why they are so low number.

Plane vet is a balance tool, you can have 2 that dont perform insanely or 1 super Ace. Imagine a pair of Elite Rafales, no plane remains.

Ch-47s would be absurd, casually dropping an M1A2 behind the enemy.

Avail Points are fine.

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Mike
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Re: Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

Postby Mike » Wed 22 Mar 2017 07:00

ToTheMetal wrote:The only availability adjustment superheavies need is their complete removal.


Just remember, the M1A2 could've been in ALB. It has a '92 intro date and the Paladin and M8 AGS have '92 intro dates and were in ALB.

IMAGINE THE THREADS.
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Re: Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

Postby urogard » Thu 23 Mar 2017 00:20

Mike wrote:Just remember, the M1A2 could've been in ALB. It has a '92 intro date and the Paladin and M8 AGS have '92 intro dates and were in ALB.

IMAGINE THE THREADS.

Imagine the price

T-80U was 170 ...

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Re: Increase, 2 Maximum packs and Max units for Prototype Tanks units especially ?

Postby Mike » Thu 23 Mar 2017 01:21

urogard wrote:
Mike wrote:Just remember, the M1A2 could've been in ALB. It has a '92 intro date and the Paladin and M8 AGS have '92 intro dates and were in ALB.

IMAGINE THE THREADS.

Imagine the price

T-80U was 170 ...


250? That has to include a supply truck to catch the tears.
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