tiggwigg
Posts: 118
Joined: 5/17/2001 From: Australia Status: offline
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I think the command post is just fine as it is...it is not as if it is a supertank like the MAUS or E100 with impenetrable armour and the ability to destroy any tank or infantry that creeps up beside it. 1.The CP has a facing direction, so you can place your units where they can safely fire at it without return fire...it might just take a few more turns to knock it out, but what does that matter; 2.a player usually isn't in a position to attack the CP until most nearby defensive units are destroyed, so you won't attract much enemy fire and if there is any a couple of smoke grenades will protect your units; 3. I think the CP is essentially a dug-out or bunker...and so it should be thought of as any other bunker...if you want to destroy it quick then flame it...use the right weapon for the right job. Rather than the issue being one of OOB design that can be "fixed" by jigging/corrupting that data set, I think it is one of game play and tactics...there are weapons in the game to destroy a CP quickly...the problem is one faced by any commander in the field...how to get those weapons where they are needed when they are needed...engineers and weapons such as flamethrowers should be in short supply, so if a player has his flamethrowers etc all over the map chasing bunkers of course it will be hard to destroy the CP...the same is true if they are protecting infantry against armour (engineers are probably the best tank hunter teams in the game, something that was virtually never the case in the real world) rather than being the shock troops of the assault, as assault engineers were, and so used to capture the most important and well-defended positions...such as the CP...if a formation has no engineers and you have to rely on infantry rifle fire to destroy the CP, then that should be a pleasurable aspect of the variation in the game, not considered an irritant...alternatively if you run out of ammo for your weapons with few shots, like flamethrowers and demo-charges, then the game allows you to de-activate them, so you can save a few shots for critical targets, such as a CP. The other question here seems to be that the CP is a tough nut to crack...well wasn't it? The CP wasn't just a dozen geeks with maps and radios...there was virtually always at least one squad of the forces elite troops protecting it and ready to die to protect their commander...no wonder average infantry takes so long to knock it out.
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