Man ptrs penals are useles vs infatry.
Hmm..did i said that i would give all penals a PTRS?
No..i would mix them...2 with, 2 without..ready to overrun a OKW player.
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Man ptrs penals are useles vs infatry.
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Hmm..did i said that i would give all penals a PTRS?
No..i would mix them...2 with, 2 without..ready to overrun a OKW player.
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Posts: 2885
Now that you are fixing bugs and balancing the game and can ask this.
Please fix the display of the model requirements to recrew weapons. It says 2, but ends up using 3 models, and in the case of the ostheer that means loosing entire veted squads by a mistake caused by the display of wrong information, a bug, or wrongly implemented changes.
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This may be quite counter intuitive but the value displayed there is the minimal number of models needed to man the weapon. So if you have a squad with less members than this number you can't man the weapon at all, loosing the squad or not. Also, if your wapon is manned, but the number of models manning it drops below this number, the rest of them will run to the edge of the map.
The number you are talking about is the maximal number of models taken from squad when manning the weapon and it is always 3. For all weapons. No need to display it at all.
So in fact this indicator is batter to show the number it shows as it gives at least some insight, even though the number should be shown somewhere else, than to always show the same number.
Mind that this is not true for abandoned vehicles as for them max value differs from one to another. Vehicles can be manned only with a set number of squad members, so the maximal value is always equal to minimal value shown on the indicator. So in this case exactly the number of models shown on this indicator will be taken from the squad. This can also be a reason of you misunderstanding what it means.
I hope it was helpful, ask if you have any questions about it
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The problem is, that if you have for example a 3 men pio, gren squad and want to reman a weapon it will take all three members, result you loose a squad, even though the number says only 2 needed.
Posts: 194
Exactly, it is the minimum, but it always takes as much as it can up until 3. All it means is that you can't man it with 1 man squad.
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But its just stupid. If its possible to change it, so that it takes only 2 models if your squad has only 3 members left would be great. I think you could categorise it as a bug fix, so it would be in scope.
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Permanently Banned
Hmm..did i said that i would give all penals a PTRS?
No..i would mix them...2 with, 2 without..ready to overrun a OKW player.
Posts: 2635 | Subs: 4
Permanently BannedNot as useless as Panzergrenadiers with panzershrecks.
Posts: 194
It is not stupid at all. It's one of the most basic design decisions of coh. This is why the smallest squad is always 4 and the biggest is always 6. So that you could have squads with different number of men, but still had to reinforce to take more than weapon from the field.
Also if you came with grens to take maxim and it took 2 men from your squad you would have to retreat both grens and the maxim. With how it works right now the maxim can stay on the field and keep fighting.
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It works well if you have 4 men squads thats true, and I dont want to change that. But if only 3 men are left, it shouldn´t take all of them if you want to capture a maxim. And thats the thing I want to see changed. If you have only 3 models left it should take only two, as the icon suggest it. Lets say you just wiped a maxim, but lost one model in the process, in order to capture it you either have to retreat and reinforce (that way you give the maxim back to the opponent) or to trade your squad. Both ways you lost something. This problem only exist for Ost and Ukf, every other faction has a cheap unit with more then 4 men to reman teamweapons. So I dont see the problem in changing it.
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It is not stupid at all. It's one of the most basic design decisions of coh. This is why the smallest squad is always 4 and the biggest is always 6. So that you could have squads with different number of men, but still had to reinforce to take more than weapon from the field.
Also if you came with grens to take maxim and it took 2 men from your squad you would have to retreat both grens and the maxim. With how it works right now the maxim can stay on the field and keep fighting.
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Well, I would say that what if it always takes 2 men to capture. Then it wouldn't cause that much of a heartbeat to capture it with a 3 man squad, while also making it harder to ninja-steal a support weapon during fights, so you would always have to fight for it.
But this is just my idea to "mend" support weapon recrewing.
Posts: 194
So in your opinion conscripts, penals and other 6 men squads should be able to take 2 weapons before retreating? That's quite a rebalance of whole faction I would say.
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Luchs changes make zero sense to me. It was never overpowered as a unit (except with vet). Problem was that it arrived way too fast. Now it's worse but arrives even faster. Right.
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You will be play with 4 penals ? Really ?
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Not as useless as Panzergrenadiers with panzershrecks.
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I must be blind, but in my eyes, the Luchs is getting a very nice price reduction, on top of increased availability of medkits on the tier that supports it.
The reason why the AoE needed some toning down was because that it would murder things if the shots scattered to obstacles behind them.
Incidentally, that is exactly what happens if a Luchs base-dives after a retreating squads; all squad models are helplessly clumped up against the base structure = death.
The fix to the Luch's scatter profile, will make it so that 33% more shots will land on the ground than before (as opposed to missing completely, in the air).
Just like before; avoid obstacles between you and the target, and avoid moving the luchs while it's firing, and it's all going to be OK.
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it works great in the first 4-6 minutes...
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