at the moment I would leave the damage as it is from the grants.TntAttack wrote: ↑Sun Nov 06, 2022 4:16 pm2. About time. Will their anti grenade damages stay the same? What about their anti infantry damages. Both I think are a tiny bit too high.Jasondunkel wrote: ↑Sun Nov 06, 2022 3:17 pm sorry for not posting here for so long.
but in real life there was and is a lot going on.
I would like to change it like this.
1. drejade your suggestion for the SMG will be accepted.
2. since the smg has both grenades they are elite the production should be increased to 3 cost. since they are elite they will only be able to be built in the barracks.
Since the light tanks are in the game with 3 round costs, this is not a contradiction
3. I would like to give the riflemen a range advantage so that they get range 2 and optionally a first strike, but leave the actual attack power
3. I really like this suggestion, no first strike though I reckon. My only concern is what to do about mortar infantry range... Should we increase it? Otherwise a regular rifleman will have to same range as a mortar Unit.
Actually, it's not a bad idea. Increase mortar range to 3 while you are at it.
Edit: I realised this might made mortars a bit too op so seem trade-offs... Either
- Mortar Unit costs 3
- Mortar Unit Damage reduction
- Mortar Unit range from 2-3 so it can't hit units right next to it.
as i suggested if the rifleman should get a range increase then the rifleman and the mortar would have the same range
if we increase the range of mortars we would have to give the tanks a longer range as well