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Author Topic: Better Infantry units for the New Republic  (Read 37186 times)

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August 28, 2012, 12:13:04 PMReply #100

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #100 on: August 28, 2012, 12:13:04 PM »
Does anyone like these ideas?
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August 28, 2012, 12:37:40 PMReply #101

Offline Slornie

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Re: Better Infantry units for the New Republic
« Reply #101 on: August 28, 2012, 12:37:40 PM »
2)Artillery comes with a basic squad or two of infantry except they only get three members per squad. Artillery can have a hard time hitting infantry at close range so having a squad would help this deficiency.
This seems rather pointless. If you want to guard your artillery with infantry, bring along an infantry squad.
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August 29, 2012, 03:37:19 AMReply #102

Offline Corey

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Re: Better Infantry units for the New Republic
« Reply #102 on: August 29, 2012, 03:37:19 AM »
1) A new chain-gun trooper. If you've played any battlefront you know what I am talking about. It could be a remodel of the Plex troopers rocket launcher. They would need to be setup to fire(15% less time then E-Webs to keep with the NR hit and run tactics) but they would do less damage to infantry(30% less) but more damage to light vehicles (15%) so that way the can target them, unlike Plex who have a hard time hitting fast moving vehicles. They could also have two per squad and two squads per company for balance.

I don't really get why a chaingun would need deployment, or really what the difference would be in practice between this and the repeater.

2)Artillery comes with a basic squad or two of infantry except they only get three members per squad. Artillery can have a hard time hitting infantry at close range so having a squad would help this deficiency.
That kind of misses the point of Artillery. They're meant to be long range, and that deficiency is what balances them, along with their deployment.

3) Add an infiltrators with a regular blaster rifle. I'm a HUGE fan of this idea ever since Corey said it was possible. Nit like a guy running around with an E-Web, just an infiltrator who has a blaster rifle, and maybe no thermal det ability to balance it.
So, practically just a regular NR soldier bt with more health, really.

4) A commando unit/ Katarn Commandos. Yes I know we have been over this, but I think its a good idea. A four to five man squad with more health and damage but cost, lets say, 650 credits.Now I' not expecting them to win every gun fight, but maybe the ability to take on two infantry squads and win but only have one, very injured man remaining. No need for new models, they could just look like regular infantry. And Katarn Commandos or, Elite Squadron was it, could be they hero form. More people per squad but if they all die, they don't come back. and with all hero, slightly more health/damage/speed. Oh, and the reg commando unit could be two squads of four to five men per company.  Also make them build able at infiltrator academies.

The Katarn Commandos were a specific group of people, they weren't multiple units so building them would be kind of like making a building unit called "Rogue Squadron" with multiple of them available. As for generic commandos in general, we've already covered this. That's what the infiltrators are. The NR doesn't need a stronger version of regular infantry squads. They also don't need more infantry heroes, or heroes in general. There isn't even room for them on the hero bar as it is.

5) Heavily armored juggernauts. They could be very slow, one per company and have a flamethrower or flechett(?) rifle and have more health and cost 950 credits. This is in here because it can be and is just a fun idea.=P

Nothing like this exists.
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August 29, 2012, 11:25:03 PMReply #103

Offline ArcHeavyGunner

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Re: Better Infantry units for the New Republic
« Reply #103 on: August 29, 2012, 11:25:03 PM »
I don't really get why a chaingun would need deployment, or really what the difference would be in practice between this and the repeater.
That kind of misses the point of Artillery. They're meant to be long range, and that deficiency is what balances them, along with their deployment.
So, practically just a regular NR soldier bt with more health, really.

The Katarn Commandos were a specific group of people, they weren't multiple units so building them would be kind of like making a building unit called "Rogue Squadron" with multiple of them available. As for generic commandos in general, we've already covered this. That's what the infiltrators are. The NR doesn't need a stronger version of regular infantry squads. They also don't need more infantry heroes, or heroes in general. There isn't even room for them on the hero bar as it is.

Nothing like this exists.

Good news every, Corey is right. Still it fun trying to think of new units. I cant even think of anymore. Why, well I've been playing 2.0 and it feels like infantry have been buffed. If they haven't, please don't tell me as it would stop the placebo effect. BTW, specialist feel like they have little health and I know why, it's because they are medics and NOT front line troops. That is all.
Long live the New Republic!
I'm not dead!
(apparently...)

 

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