Agreed. I'd suggest leaving Range's RCS penalty at -20% and bumping Logistic's to -25% or -30%. Or making Logistics harder to obtain (e.g., requires Slipstream), as you suggest.
After reading a few posts, I am not sure if you can see the promotions tree in the UI. Do you have to run it without EUI? Is it included in VP or I need to download from another source?
Thanks
After reading a few posts, I am not sure if you can see the promotions tree in the UI. Do you have to run it without EUI? Is it included in VP or I need to download from another source?
Thanks
I had a question for Gazebo regarding a different manner of handling Range, Logistics, and Indirect Fire, but I don't know if it's possible.
Rather than just having the unit have the damage penalty to all attacks, why not just apply the penalty to attacks that are directly using the ability? Thus...
Range only gets a penalty if the ship is firing 3 tiles away (you could make the penalty as large or small as you wanted in this case).
Indirect Fire only gets a penalty if you're actually shooting somewhere you normally couldn't shoot.
Logistics only gets a penalty on one of the two attacks.
This way, you can combine all three abilities, attack normally much of the time, and for exceptional circumstances your unit can participate to do extra damage, but it'll be less damage than usual. Just a thought.
So currently all the info about promotions on CBP wikia or in-game civilopedia is up to date?
So currently all the info about promotions on CBP wikia or in-game civilopedia is up to date?
I think part of the point of Wolfpack is that subs aren't really meant to be used in a battle line. Hitting a fresh ship will probably be really common for that reason. If you can control the field, then you could maybe use a pair with a Wolfpack and a Targeting Sub that hit 1-2 torp to kill units and slink away.On promotion, does anyone else find the submarine "wolfpack" promotion a bit lacking?
At wolfpack 3 (which is common around the time I start looking hard at submarines I can either have:
1) +60% attack CS.
2) +30% offensive and defensive CS (increased to 75% against wounded units).
I find the core ranged promotion (number 2) gives more offense in most cases, and gives a much stronger defensive benefits, preventing subs from being complete glass cannons.