+ 1 to devourawrs page 1 suggestion with practical changes like speed bonus might be too high et cetra. also 60 sec cooldown on changing squad lead to prevent abuse like constantly changing squadlead to counter what the enemy has (see a rifleman > rifle lead > comes a tank> gren lead till death > need to move fast > scout lead > damaged squad? > Engie lead for free squad heal ...) and promote constant situation based bonuses that wouldn't change a lot during confrontations... (changing squadlead would make you loose bonus for 60 sec so doing it often in a fight would not be beneficial)
I think the squad-lead juggling is like nine mines. Both are game-changing exploits, but they have been embraced and the interface/controls have never been updated to 'officially' adopt them.
I agree, though a cool down on squad lead abilities wouldn't be so bad. Especially to limit vets from screwing pug games for everyone else. I.e. 2 or 3 people whore squad points, scout hide to enemy main, squad revive, arty strike rax whilst wal/turret comm. 30-40 seconds to ruin a nicely balanced game, its a bit too far on the side of exploiting the game mechanics for my taste. But I have no problem with 9 mine. I just think if we are going to have it then we should have it properly - with remote detonation of the first mine using alt fire.
Am I too late for hat discussion? whatever, give nothing for reaching 40 points, instead The team that first reaches an average of 50% of the team being beyond 60 points grants the enemy team a second Command Vehicleâ„¢.
It's never too late for hats. Trickster, do you hear me? You can still save Empires! You know what to do.
For engies : Santa hat to be super noticable and killed before they can revive For grens : chicken projectiles! -> No argument needed here For rifleman: pinnapple skins for nades and a good "worms" sound to it Also orange boots and gloves for scouts: Make them fluffy! Lot's of fur... (y'know why )