#Unit weapon prices don't function.
1 messages · Page 1 of 1 (latest)
That isnt a bug your out of pop
plus you dont have enough money
The bug still exist. I looked up this post, just now see your response.
It has nothing to do with the pop cap or cash.
your saying the price doesn't go up correctly?
Yeah I think he is talking about how the price didn't increase after equipping the Humvee with a TOW. (Still the same price)
yeah. The weapon cost isn't added into the unit cost when you initially purchase them, so SMAW engineers cost the same to deploy as shotgun engineers. You DO pay the cost if you change them out later.
I honestly consider this a feature. Initial deployment basically comes from some depot off screen that has 'whatever' laying around, and they just throw it at you for cost. Now if you need to mount a TOW missile in the field, that will cost you.
Just double-checked to make sure the bug still exists.
What I'm talking about is that Equipment doesn't affect the unit price. Doesn't matter if it's an engineer equipped with UMP or SMAW, a Blackhawk with or without Sensor(bunkerbuster), Humvee with or without weaponry.
In the past, I know that equipment price was a thing, because I did save on some equipment early game. Such as equipping Engineer with Ump and Radio Operators with MP5.
Realistically sure it makes sense, I suppose CERC doesn't have budget cuts. But in terms of balance and game economy, why not to put the best rifle/weapon on each unit? That's an exploit in my opinion. I'm surprised nobody else pointed that out for few months now.
I suppose that would be the next step now that the game isn't hurling a football team's worth of juggernauts at you on day 1. Doesn't quite make up for the fact a lot of weapons are actually really trash. There is nothing more powerful in play than spray & pray, so most guns are competing and comparing to Heavies and anti-tank weapons. I'd rather take 1 heavy than 2 assaults with AX rifles.
@hexed quiver
Implemented a fix for next patch!