urogard wrote:Pages 3 and 4 alone have dozens of suggestions.
So what are you even talking about?
Are you telling me that buffing the spike and giving isr a 55pt bmpt with +2 armor are not jokes?
I don't understand your logic, if there is any.
What makes you think 100% of the things that were written there are changes that would be accepted?
I said there's dozens of suggestions on those two pages alone.
If you are trying to highlight 2-3 suggestions and imply or actually argue that all of them are invalid then you've committed some serious logical fallacy and shouldn't even be posting until you read up on logical fallacies.
I still have no clue what the fuck you meant by "peak performance", that doesn't even make sense.
On the topic of Marken's suggestions, I've went through them and even though I find for a first community patch they are too extensive. I would be happy with a vast majority of them in an ultimate scenario.
Maglan moved to the infantry tab, optics and stealth adjusted
Maglan squad size increased to 10
Maglan availability set to one card
Maglan availablity set to 0/0/0/8/6
Maglan Spike MR firing noise reduced to regular ATGM level
There were 2 schools of thought about what to do with maglan.
I haven't decided which one I'd support yet, I would however say it has to stay 5 men or get a range reduction no matter which school is implemented.
Merkava IIA armor reduced to 17/6/4/4
Merkava IIA AP value removed from main gun
Merkava IIA price reduced to 55 points
Transports are ALWAYS cheaper than their equivalent units in other tabs. Has always been like that, because you also have to pay for and get the infantry.
Making the Merkava transport be unable to effectively kill tanks as it currently is capable, is the single most agreed upon solution of fixing the tank when trying to keep it as a transport.