Redalert Grenadier a better solution ?
The idea of heavy infantry good vs buildings etc is a nice one however the original grenadier always had a serious flaw that was not properly addressed with unit 'explodes'
The FIX
The correct fix for overpowered grenadiers would be to simply reduce their rate of fire, the rate at which they throw grenades rather than blow up when killed....blowing up, sounds/looks fun but is a bit daft for a mainline unit...Tanya should blow up when killed, all that C4 explosive!...now that would make more sense.
Additional fix, let the grenadiers keep there machine gun (as they would in real life), or at least give them a rifle as well as grenades...have them fill them role of 'heavy infantry', think commandos, think SAS, think storm troopers etc. In the game code every unit in the game can have two weapons so this is not an issue.
The grenadier always had playbility issues, today its competing with flamer inf and tesla inf...it needs a well defined role.
My sugested changes listed below.
infantry 100
grenadier 200 rifle and grenades (low rate of fire) does not blow up Could be exclusive to one nation. A simple & good way to make it special, German stormtroopers?
Rocket Inf 300
flamer 300 (and slow) blows up but blast radius and blast effect small, more visual than lethal. A small and realistic nerf, they mostly arrive by APC anyways.
tesla inf 400 (and slow)
This is an infantry cost/capability spread which makes the most sense. Sci fi themed units like the tesla inf and flamer should be fun. This effect is enhanced when traditional units act in traditonal ways....Clarity and style
Time to edit grenadier and make it usable 2 minutes ! next release ? Why not ! lets get these guys back in the game
Usage Examples
option to use them as expensive scouts in the opening stages of the game, slowly smokin that power station or refinery
Very annoying but NOT OP when one turns up in a jeep
Currently riflemen are worse than useless vs buildings, adding couple of genadiers to early infantry formations is realiitic and adds much needed variation to early game scuffles.
20 slow firing grenadiers walking towards your base early game is worrysome and damaging but not 'game over' as would be with 20 flamers
at $200 the build speed is naturally reduced so this stops them being overpowered early game
mid to late game a flock of 20 grenadiers is still usefull in defence or attack.
Ultimately grenadiers were badly implemented flamer/tesla inf before the latter were even invented. Now they are a bit like a grumbling appendix, lets give them the 'heavy infantry' role they always deserved.
Redalert Grenadier a better solution ?
New unit
- Murto the Ray
- Posts: 487
- Joined: Mon Nov 10, 2014 4:34 pm
grenadier statline poll anyone ?
grenadier cost 200 (think poor mans flamers, an infantry unit that bridges the 'unfilled gap' between regulars and elites)
does not blow up
primary weapon grenades (BUT lower rate of fire and or damage than original)
secondary weapon rifle ( low rate of fire) or wimpy machine gun
move speed = normal infantry
exclusive to one nation ? (optional, but wise if u also wanted them slightly OP)
grenadier cost 200 (think poor mans flamers, an infantry unit that bridges the 'unfilled gap' between regulars and elites)
does not blow up
primary weapon grenades (BUT lower rate of fire and or damage than original)
secondary weapon rifle ( low rate of fire) or wimpy machine gun
move speed = normal infantry
exclusive to one nation ? (optional, but wise if u also wanted them slightly OP)
Last edited by dzine on Sat Nov 14, 2015 4:21 am, edited 1 time in total.
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
Low rate of fire, no explode, good vs buildings and infantry blobs.
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
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