Why are howitzers having their pop reduced? I can see no scenario where that leads to less cancer as opposed to more cancer.
Because they had their CD increased in the previous patch and become less efficient probably.
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Why are howitzers having their pop reduced? I can see no scenario where that leads to less cancer as opposed to more cancer.
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Because they had their CD increased in the previous patch and become less efficient probably.
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The brum and stug e seem worth to test. The ostruppen i am not sure about.
The 251 i am no fan of. It already has been buffed with things ost didnt need. The flametrack will become to good. It also benegitss from pzr tct wich helps it survive. Also why should it be tougher the other halftracks actualy?
The stug g idea is interesting. I personaly would only allow it to turn when orderd to like an at gun or mg. By making it an ability. And make it 65 range probably.
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Why are howitzers having their pop reduced? I can see no scenario where that leads to less cancer as opposed to more cancer.
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- Brummbär's bunker-burst needs a cool-down buff, should be buff enough. Then the normal weapon reload can be nerfed.
- StuG E need a overwork: a. remove the CP, move it into T2 with T3 tech-requirement b. give it same weapon-stats as leIG18, projectile of Commando-Panzer4.
- Osttruppen need buff, but first price up to 220-230MP: a. smaller hit-box per member if not moving -> so they become good weapon-crews and less squishy; b. remove the LMG42 upgrade, give them 2 weapon-slots instead; c. maybe give them passive upgrades e.g. Vet3 add 2 Penal's SVT40 so you get a present by not waisting them.
- 222 needs smaller hit-box.
- 251 needs very small HP-buff, so it can survive 3 at-gun hits full-health.
- StuG G needs some range-bonus, that can be made hand-in-hand with a overwork of broken commander abilities e.g. hull-down.
a. give StuG G a stationary range-buff by ability up to 62,5 range (same as in hull-down), can only be rotated. (in hull-down no range-bonus, but maybe a reload buff)
- Commando-Panzer 4 is a bad unit. Buff the vehilce. a. let is spawn with Schürzen extra armor; b. change the main-weapon with sherman-high explosive but only 30 range. c. Give it a timed ability instead of aura with old 0,8 damage buff. d. gibe it StuG E's critical hit ability.
- fire-bombing-run is a usless ability... it simply needs hard buffs. Change the stats of every bomb to stats of StuKa zu Fuß's fire-bombs. That should be buff enough.
- MG-concrete-bunker, without any buff it shouldn't need pop. Think about it.
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Honestly they should just return its 40 range. The range reduction combined with the armor nerf made it too vulnerable for its cost.
Don't think it needs a rework, especially because a direct fire profile lead to balance problems in the past. They should instead remove the arbitrary 5 CP requirement and give it the option to upgrade a pintle to finish off low hp models. Often after hitting a model twice it lives with a sliver of health.
Osttruppen are fine, altough their LMG42 is very lackluster. It does half damage and comes at T4. It does nothing to stop them from being a deadweight squad in the late game. I'd change the damage modifier from 50% to 75% for just the LMG42 and increase the cost to 60 munitions.
The 222 is one of Ostheer's best units, it doesn't really need a buff.
Letting it survive 3 hits would have a huge balance impact for the FHT, have you ever tried to kill a vet 3 M15 halftrack with a single pak?
It could only work if the flame upgrade removes the extra health again or if you rework the halftrack:
200 mp + 20 fuel base cost for the 251
Mutually exclusive upgrades:
30 munitions + 10 fuel for 20 extra health + sight bonus + allow squads to heal inside
90 munitions + 10 fuel for flame projectors
The Stug it already excellent for its cost, but allowing turretless tanks to rotate in hulldown should absolutely be done, perhaps at the cost of toning down the damage reduction for them.
The CP4 would be fine if they removed the CP requirement to make it an actual alternative for the Ostwind.
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The current units needs micro as ****, only hits with hit-ground and can be dodged easy.
-> Makeing it a handy-caped Scott and it would be fine.
And yes, you are right, they should shoot is an angle, not direct.
For me the unit is dead. They die like flies and are only there for Alliis to get a LMG42.
The unit got destroyed by community team, by a member never playing them.
Edit: like Osttruppen-Commandant, it was fine and got changed by wished of people never playing them because they didn't understood who they worked. Now we got a commander old fans hate and nobody wants to play.
Then tank-hunters need less acc., simply not cool seeing ligh vehicles hit by everything. That change wouldn't be a big change for PTRS.
The idea is to give StuG G the option to be used with handy-cap (stationary) versus tank-hunters, simple def. option while no ofensive benefit. In my eyes is needed for 3vs3 + to get a tool versus Jackson/Firefly. So StuG can little replace the PaK40 while having worse pen, giving Ostheer some more tools to handle artillery-games.
Could be, but it isn't a real alternative. I would like to see a real unique unit, not a Panzer 4 without pen.
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I know it is not a thread for this, but why not give assgrens assault rifles in the late game? Instead of 6th man upgrade all 5 guys can get 5 volksgren STGs. Seems logic.
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Yeah and replace grenade assault with 5 V2 rockets called in.
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What's the sarcasm about? 5 volks stgs have less dps then 4 pgren stgs, maybe slightly more in the medium distance. I don't see an issue, at least on paper.
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I know it is not a thread for this, but why not give assgrens assault rifles in the late game? Instead of 6th man upgrade all 5 guys can get 5 volksgren STGs. Seems logic. Assault rifles for assault grenadiers It is quite awkward to use a cqc squad in the late-game without smoke, to be honest.
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Would be cool if you could give assgrens a flamethrower instead of the extra man tbh. Two options.
I dunno if that'd be broken though.
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