Because your ideas suggest to add stuff that is completly unnecessary or won't improve the game balance.
First of all:
The soviets have the worst repair options so I'd like to suggest changing that.
- The repair crane could just require a war factory (instead of any soviet lab) in order to be built.
- The repair drone could be dropped in more frequently; every 3 minutes instead of 4 minutes.
Soviets having worst repair options? If you mean the Repair Drones have long CD, you seem not to keep in mind certain things:
- They don't queue on factory so you don't have to stop your Miner/Tank production.
- They are amphibious.
- The fact of being full dedicated repair units make them easier to micro, not to mention the fact that they auto target closer units without the need of using the guard mode, unlike IFVs or Stingers.
- Not sure about you, but I usually end up a game (when playing as Soviets) with a fuckton of Repair Drone, both PvE and PvP games.
Now, the Repair Crane? It's fine at T3, seriously. It even repairs planes and aircraft like Wolfhounds in a decent area.
Sometimes I wonder why there's so many people asking for Soviet buffs in general when they are already strong in their own, seriously. Play more against them and you will see they are strong.
How about engineer variants for each side?
- The Allies would get the "Operator G.I.".
His special ability is that he can deploy into a sturdy little dugout which can garrison 3 troops.
Good for defending oil and whatnot.
You are just asking for Allieds to get their T1 Instant Shelters, plus Allieds in general already have good defensive positions with their T1 infantry being deployable to guard positions.
- The Soviets will get the "Mechanic".
His special ability is that he can very slowly repair vehicles at close range.
Good because Soviets need better repair options (imo).
Scroll up.
- The Epsilon will get the "Hijacker".
His special ability is that he can hijack vehicles at close range.
Their mainly only good for capturing vehicles that are mind controlled though (via force attack), because they're weak.
The SC T3 Hijacker will be renamed to "Thief".
I don't see the point on this, really. Hijackers are supposed to be an alternative for Scorpion Cell's lack of heavy armor in the field, and plus you already have Huntresses. With this you are just overusing the hijacking mechanic which was supposed to be for SC and Foehn Huntresses. And don't forget that people could also use Shadow Ring to cloak those engis and easily steal units without even needing Hijackers.
- The Foehn will get the "Heavy Engineer".
His special ability is thanks to his suit: He can no longer be eaten by dogs, he has more health, and can self heal.
Unfortunately he walks slower than other engineers, he takes up 2 slots in transports (nerfing jackal+engi rushing), and he has no nanosynced form.
I can understand why you want this but I don't agree. Doing this means that in certain maps (imagine Dune Patrol II) the non Foehn player has time to capture both derricks at the start of the game before the Foehn even reaches it. Appart from that, the fact of having engis being vulnerable to dogs makes it more dynamic, making you pay attention to the them and protecting them, and less "click and forget".
P.S.: Keep in mind that adding a new unit in the game is not always a simple task. I mention it because I see that you suggest to add a lot of stuff pretty often. There are public assets but not always there's the thing you are looking for. Once you have the unit, you have to add it in the INIs, make sure it works and doesn't cause crashes, add voice lines and sounds, and balancing it too. And maybe even trying to make it fit with the campaign and lore wise.
So please, think a bit before just asking for a unit (or many) to be added.
Happy now?
Edited by Destroyencio, 03 January 2018 - 12:05 AM.