As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.
Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed....just another overzealously nerfed soviet unit really.
Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.
Quote from: Yhcrana on May 29, 2012, 03:17:37 PMThey used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.On which map is that useful?
They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
On which map is that useful?
QuoteOn which map is that useful?Kalach
Quote from: Yhcrana on May 29, 2012, 03:17:37 PMThey used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.In what universe? "Start of the game?" "Bridges?" Sounds like Annihilate, No Pop Cap, High Resources, on Lyon, Vire River, the Scheldt, or some other map of that type. I'm starting to take your suggestions even less seriously as I get the impression you're looking for bountiful Soviet buffs to increase your chances at winning against computer players on Vire River... Quote from: Yhcrana on May 29, 2012, 03:17:37 PMIncreased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed....just another overzealously nerfed soviet unit really.several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.Quote from: Yhcrana on May 29, 2012, 03:17:37 PMPersonally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.yeah and expremely OP
No. In a majority of maps, there are couple to no bridges at all. MG nest are rarely built simply due to reliability factors when you get into more experienced gameplay.Blowing bridges in Kalach gets you no where because the other routes are wide open, and blocking the open paths doesn't do anything but lead your enemy to another path so this whole issue seems pointless.
You know that you give away your victory if you block flanking possibilitys playing as allies? Axis players will thank you if you run straight into their mg´s.Although having 2 or 3 bridge maps where it might be benefitial is not a reason to change the mechanics.
No its not a reason to change mechanics. Defencing is available to several squad types.My 107mm mortar batteries will handle the Axis MGs. When I'm ready the wire will then come down and Tank Traps allow one way traffic towards the Axis lines.