operating
Posts: 3158
Joined: 1/19/2013 Status: offline
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Yo Kirk, quote:
Highlighted in green, what about reducing Labs upkeep from 3 to 2 ? What the stinker is about the labs is: The addition of hood/gas mask and anti-tank categories to the infantry tech column. Which I have mixed feelings about. Currently in a MP match turn 100 (keeping fingers crossed it does not CTD), A couple of turns ago upped my infantry lab to 2 labs, still 6 or more turns (maybe more) to barrage balloon, anti-tank rifles are even father away, anti-tank rifle ammunition is still father away than that. Hanging on by a thread PP wise, cannot afford any more labs, plus I may have to cash-in the 2nd infantry lab for the PP soon. What kicks my butt: Is that some of these techs don't pan out till the last few turns of the 118 turn match, if at all for some. The same could be said for naval techs. Artillery tech seems OK, except for that lame RR gun tech, which is pure foolishness to develop, even in a SP game. It takes forever to develop, then it's another 7 turns in the queue, once placed cannot be fired or moved, when it is able to fire it has the effect of a fart in the wind, at or near the end of a game, Plus it has no anti-air defense, get's blown to pieces by counterbattery defense, and superior airpower at this point of the game, it's insane. More later, Bob
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