If you're surrounded by guns, tanks, and soldiers, I think the thing you should be doing is dying, not decimating turret farms.
Waste of a post, and that doesnt mean your alone, it means your on the front lines, trying to make their wall of tank-ass-kickery have a big hole in it. I'd like to have a developer's take on this idea. another idea: researchable floatation device for apcs!
I'm not saying you are alone, I'm making the point that if the enemy has you in a position where you can't do anything, that's either because you made an error and got into it, or they were good enough to force you into it, and in either case, you should have difficulty getting out of it. If you want a foolproof method of destroying turret farms, shoot them from a distance with rockets, tank cannons, or artillery. Or find a wall to hide behind and use your mortar, grenades are not meant to be the primary method of destroying turrets.
So what chris is saying is "only grenadiers should fight turrets", meaning if you base is being tank rushed and theyre busy, you cant attack the enemys well defended base. Well now with these grenade launchers, an enemy will have to be vigilent rather than sit back and let the turrets handle everything. Not everyone gets a grenade launcher from the start, and only certain guns can have them, and the weapon is meant to be used by less accurate weapons so what the gun lacks in long range abillity, it makes up for increased grenade distance. Example: BE smg2- Low medium range accuracy, medium-good close range accuracy, w/g-launcher long range accuracy good, plus explosive damage/smoke screen/any other grenade
Actually scouts work too, as do engineers against smaller numbers of turrets, and riflemen grenades are OK too. What chris is saying is that a well fortified position is best attacked using artillery-like weaponry, which empires has rather a lot of, rather than infantry rushes. There is little point in a defence if every strategy the enemy uses is going to be effective against it.
I'm pretty sure the "Sit in a corner and piddle on one's shoes" strategy is never effective against anything.
lets give riflemen grenade launchers. Then lets give them engineer tools. Then lets make them cloakable! Yeah, no. Riflemen are SUPPOSED to suck against buildings and tanks. Sticky grenades and regular grenades are good enough. At best, do solokiller's smg/launcher for the grenadier.
I don't know, I would quite like amphibious APCs. You could add a depth limit to them, or just add a trigger or something which says that APCs can't drive through the edge of map water at any real distance from the shore.
Also, if youve never tried, the HE grenade is pretty good against turrets, and mediocre against buildings. This is also a way to make turret farming a less-than-perfect defence strategy. Now even with a field of MLs and MGs, they can be breached, and the scout doesnt lose his usefullness, he can still sabotage enemy structures, followed by a decent offencive force means a win. Also, if the tanks arent going in to attack for some reason (ive seen this happen), the infantry can team up to help win. Also, any gun with the grenade launcher looking grip would probably get one, and for reasons stated before.
Not necesarilly, not everyone would get a nadelauncher, or theyd all have to be in range to fight enemy players, and 1 sneaky engy can mow down infantry. Then again, this could lead to virtual PTSD. And if your infantry are all in tanks and not trying to help defend infantry on the attack would lose out, less inf killing mls=less tanks making it in.