Thread: Usmc oob
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Old July 28th, 2014, 02:59 PM
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Suhiir Suhiir is offline
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Default Re: Usmc oob

Quote:
Originally Posted by sammy1339 View Post
I'd still like to tweak the availability of the M202, pushing its introduction up to 1969 and allowing some of the flamethrower-equipped units to expire later. Even though it's a light weapon I don't think it's that minor a thing: my experience from playing these couple scenarios was that you could take a platoon of unit 382, which has twelve shots of the rockets, and just spray them blindly into the jungle with z-fire, causing extremely high suppression that often makes enemy infantry rout without you ever having seen them, and then still have enough left to bust spider holes and whatnot. It's a pretty enormous improvement over committing half your company to suppressive fire so that you can march a 4-shot flamethrower unit up to 50 meter range under smoke cover, and about a third of the time watch it die instantly (or vainly try to "assault" the hole instead of firing its weapon - but that's a different issue.)
While the M202 could (and probably should, I'll look into how difficult that will be) be changed to an introduction date of 01/69 that's ONLY because there just happens to be a new picklist that starts at that date - doing the Vietnam units/picklist was the hardest part of the OOB rebuild.

I have to wonder about something.
If players choose to ignore real-world OOBs and take only the "best" possible units for a scenario (i.e. the famous "Tanks and Snipers" gameplay) What can be done on our end about it?
You are apparently using a LOT more M202s then would ever exist in an infantry company/battalion size formation and say the game is broken because you can do so?
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