*wishlist* Last few minor changes before live patch
Posts: 3588 | Subs: 3
Soviets: Penals lose AT satchel (the homing one) but get AT grenade like Cons, PTRS upgrade could then be replaced by something useful at a later patch or made like the Guard’s PTRS that has a good chance to hit infantry, Molotovs and AT grenades get bundled for 150mp 20 fuel, Conscript sandbags get 3 second longer build time, T70 switch between recon and combat mode takes extra 2 seconds, Field Hospital receives an extra medic when T4 is built.
OKW: Spio medkits cost reduced to 30 munitions at vet 4, Raketen horizontal tracking speed increased
USF: Riflemen get snares at vet 0 for increased cost once Major is purchased, M1 mortar replaced by PM81 model to prevent smoke bug and maybe give it something to differentiate from Pack howie, reduce the speed of dozer M4s by about 10%.
Ostheer: Increase the number of panzerwerfer rockets and increase minimum spread and range, so you can’t snipe squads as easily, make Ostheer medkits available at vet 0&free if the T4 is up, increase starting MP by 50 and increase MP cost of BP2 by 50.
IT’S A WISHLIST NOT A DEBATE, post what YOU wanna see, don’t ague about useless details.
Posts: 833
Outside of that heavy sapper upgrade gives sapper Enfeilds in place of sten.
Centaur speed buff to ostwind level
All traditional heavy tanks like IS-2, Pershing,tiger made slower in acceleration.
MG42 ap rounds brought down to 34 ap dps so no longer deletes vehicles so quick.
RE fighting position grenade range buff
Posts: 306
calli armor nerf, so that p4 can pen it.
soviet ht medikit drop.
relief infantry and rapid conscriptions cp decrease.
Posts: 3032 | Subs: 3
Posts: 1890 | Subs: 1
Outside of that heavy sapper upgrade gives sapper Enfeilds in place of sten.
I do feel like Anvil is kind of less attractive now that Comet isn't absolute Trash. Heavy Sappers have always been kind of weird since the Vickers has complete opposite damage curve of Stens. I think if you gave them a Suppression ability that would fit the defensive theme of Anvil OR if Heavy Sappers gained an Emplacement Garrison Bonus +1 so that if you park them inside an emplacement then it's a bigger bonus than usual.
Edit - Also please fix "Hold the Line" in Special Weapons or replace it with another ability.
Also Pak Howie damage nerf kthxbye.
Posts: 956
Remove bodyblocking
Posts: 56
2. Lower teller dmg to not instawipe light tanks. 80% dmg and engine dmg seems reasonable enogh.
3. No more elevation on maps.
4. Planes not falling on map? Or at least no dmg when doing so.
Posts: 960
1. PAK-Howie/Scott scatter partially reverted, AoE and/or damage reduced. No more double pak/scotts insta-wiping entire squads from ~80 range.
2. Minor Pop-cost (2 or 3?) added to all field structures (bunker, repair station, etc.). Some of them offer way too much utility for 150mp and no other cost (repair stations...).
3. If possible, give Sov field HQ (the building conversion one) a setup time, so it can be stopped (which would refund it). Alternatively, make it possible to 'neutralize' a building (which would not refund the cost). On some maps, this turns incredibly high-HP buildings into password-protected bunkers, which are incredibly hard to remove until late-game artillery shows up.
4. Add "Mark Target" ability (or different name?) to the IRHT to give it some active utility. Ability should increase RA on the targeted unit by a bit for ~30-45sec, for ~35 muni.
5. Replace 'Recon Flairs' (OKW, UKF) with a recon plane ability, so there's actual counter-play.
6. Fix the inconsistent friendly fire values
7. Remove the ability to put spotting scopes on Elefants (this is a really OP combo).
8. Reduce AoE on ISU-152 so it no longer 1-shots squads at ~80 range. Alternatively (although probably too complicated), give the ISU-152 an "ammo switch" ability similar to the sherman, that switches between the current round (now called AP, but with MUCH less AoE), and an HE round (less pen, less range, but current AoE/Dmg).
Posts: 8154 | Subs: 2
12. No more heavies with vet2 longer range
11. Manual MG/Ostwind/Insert other unit reload
10. Stug TWP to 160 dmg and vet 2 and vet 3 swapped.
9. Small token accuracy buff for PV at vet 2 (simil to other TDs)
8. Penals requiring AT nade/Molotov upgrade for upgrading PTRS/Satchel.
7. Maxim sustained fire at vet 0. Vet 1 reducing muni.
6. Flak HT +4dmg vs vehicles
5. OH bunkers cost goto 50mp. Upgrades absorbs 100mp. Reinforce bunker been made viable.
4. M5 HT dropping medkits.
3. -10 armor on T70
2. Su85/Jackson smaller vet penetration buffs
1. 120mm vet requirement adjustments.
Posts: 732
All ATG ambush replace by TankHunter ambush
Mobilize Reserve reduce reinforcement cost like 1.3mod OST T4 buff,be passive for Consript and Penal and Weapon Squad
B4 replace some commander ML20
Assault Guard can build in T3
PPsh package for Penal allow upgrade Flamethrowe
Ost
Relief Infantry change to use ammo exchange manpower
Commander P4 rework
USF
Pershing be cheaper,is weak for other heavy tank
LT/Cpt have special weapon upgrade
Airborne Support Squad can build in T4,same Tech request with Major
OKW
StormTiger grenad work like BF5,be free automatic weapon like Pershing or Comet
IR.STG44 upgrade increase sight to 50 and give camouflage,or just rework be special call-in unit
Thorough Scavenge allow OKW build cache
IRHT give more buff or can reinforcement near squad
StormPioneer Sweeper not lock out Schreck or flamethrower
UKF
Support HT drop weapon No need unlock weapon rack
AVRE rework be UKF KV2
Bofos and AEC upgrade be one
Hammer and Anvil can both upgrade
And for all,I hope all Sniper reduce population
Posts: 1220 | Subs: 1
Commando squad with rifle and commando weapon teams for Vanguard operation regiment.
Cancer regiment rework with built-able 25 pdr howitzer emplacement like in coh1.
Posts: 1794
Pershing range vet to 50
Bofor aec no longer locks each other
Churchill pop cap to 17
Crocodile cp 10
Tiger ace cp 15
Bunker and fighting position 1 pop
Pwerfer rocket spacing x25% more
Tigers reload vet reduce 50%
Shermans fuel reduce 10
Posts: 498
Posts: 132
Make Obers reinforce cost expensive so as to prevent blobbing them and the army suffers if they do blob.
Subsequent grenade ability removed from Falls and Obers, literally no inf across the allied forces can use subsequent nade abilities.
AI mines for doctrinal units of USF other than Ass Eng.
Posts: 356
Teller damage reduced to 350. Cost reduced to 40.
Posts: 66
2) Nerf Jackson acceleration
3) Make other OKW doctrine more viable and nerf grand offensive
Posts: 999 | Subs: 1
On the last day of Winter Relic patch gave to me:
12. No more heavies with vet2 longer range
11. Manual MG/Ostwind/Insert other unit reload
10. Stug TWP to 160 dmg and vet 2 and vet 3 swapped.
9. Small token accuracy buff for PV at vet 2 (simil to other TDs)
8. Penals requiring AT nade/Molotov upgrade for upgrading PTRS/Satchel.
7. Maxim sustained fire at vet 0. Vet 1 reducing muni.
6. Flak HT +4dmg vs vehicles
5. OH bunkers cost goto 50mp. Upgrades absorbs 100mp. Reinforce bunker been made viable.
4. M5 HT dropping medkits.
3. -10 armor on T70
2. Su85/Jackson smaller vet penetration buffs
1. 120mm vet requirement adjustments.
that's a good list right there, i'd subscribe to all of this except maybe the range reduction for heavies. a manual reload button would be sweet for mgs as well...
Posts: 76
On the last day of Winter Relic patch gave to me:
12. No more heavies with vet2 longer range
11. Manual MG/Ostwind/Insert other unit reload
10. Stug TWP to 160 dmg and vet 2 and vet 3 swapped.
9. Small token accuracy buff for PV at vet 2 (simil to other TDs)
8. Penals requiring AT nade/Molotov upgrade for upgrading PTRS/Satchel.
7. Maxim sustained fire at vet 0. Vet 1 reducing muni.
6. Flak HT +4dmg vs vehicles
5. OH bunkers cost goto 50mp. Upgrades absorbs 100mp. Reinforce bunker been made viable.
4. M5 HT dropping medkits.
3. -10 armor on T70
2. Su85/Jackson smaller vet penetration buffs
1. 120mm vet requirement adjustments.
Give that man a seat on the balance table !
Su85's insane 75 range focus sight reduced to 60(its actual firing range) its way to much for a vet 0 non doc td on a faction with flares as stock
Infantry sections insane sight in cover at vet 3, at least require them to be stationary for a second or two so they don't invalidate mg's late game especially now that they are getting smoke nades.
Kubels moving firing rate being increased so it can kill snipers on retreat current values are
Burst duration multi 0.1
Cooldown duration multi 0.125
That's absolutely horrendous and gives it a moving dps of around 1.... Ive chased snipers across 2v2 maps before and its just tickled their feet all the way back to base
Posts: 40
1) maxim sustained fire at vet0
2) refund 40-50% of the UKF emplacement's cost when removed with sappers
Posts: 124
1. S mines to take longer to build and only be "armed" when the construction is finished like it is with other mines. Not a fan of mines being put down and combat ready in ~1s each.
2. Lower teller dmg to not instawipe light tanks. 80% dmg and engine dmg seems reasonable enogh.
3. No more elevation on maps.
4. Planes not falling on map? Or at least no dmg when doing so.
2. suggestions is bad. Teller is good tool to control t70. Otherwise dealing with t70 will be very hard.
3.suggestion is very good. No need to explain.
4.planes falling on map is kind a fun.
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