Interesting, I guess it's just been that long since I've even bothered building the flak.
But if it can't be decrewed by infantry, why have it be decrewable at all?
Only USF out of the 3 allied factions have reliable access to indirect fire. Thus, there needs to be a fail-safe.
Consolidation of feedback from several games
OKW
okw opel is a nice addition, but forward reinforce with OKW in this form is pretty brutal. The truck is quite tanky, so you can do a lot of pushing, eat damage and nades, and just drive off once the engagement is won to repair. 2CP allows you to blob up and camp and cutoffs very early as well. i'd suggest pushing it to 3CP and seeing how it develops from there.
rgr
MP40 volks are very average, don't see myself using them much since theyre a downgrade from stgs and cost more. probably only worthwhile as a grenade squad, might need to play with them more to see
With the current squad performance, we are going to have to reduce the upgrade price. Initially the high price also accounted for a 6-th man. However that was cut out at the last minute.
OKW med truck is still pretty trash vs USF and probably soviets - i'd suggest trying a toggle mode (with delay and/or static requirement) for the 251 flak to allow it to reinf infantry. this would emphasize the inf-based playstyle aspect of med HQ and give the flak HT a purpose beyond being a bad luchs substitute. At the same time the blob reinforcing at cutoff wouldn't be such an issue as with the opel due to the fact that it would be firing rather than in reinforcement mode, and fuel cost / timing is later.
Could we possibly get away with some soft buffs instead? e.g., lowering ISG price, given its lower performance, or decreasing FlakHT setup time to halfway between Vet0 or Vet2 (or already give it vet2 setup time vanilla).
The enemy of flakHT vs the forementioned factions is the setup time.
flak emplacement is really quite strong now. possibly too strong?
It has 10 target size, which means AT guns can miss on it quite often. Feel free to suggest a price. Bump it from 250MP/10FU to 250MP/20FU?
Hetzer is deceptively strong (i think maybe too strong depending on map and if okw has a balanced comp to support it- the DOT is quite nasty)
The hetzer needs to deal a lot of damage since it's not really that durable and also because it can't flank AT guns. Maybe we have to up the price part (especially manpower). With respect to CP requirements; assuming that we aren't allowed to lock it to tech; how many CPs would you lock the Hetzer behind?
340MP obers are possible balance issues since now you can get a strong comp with them much more easily.
Feel free to suggest a price. Currently they're 340MP cost, 40MP reinforce, 80MU LMG upgrade and 60MU STG upgrade. Their main bottleneck is supposed to be munitions. If that isn't the case we should bump something else up.
USF
*possible mortar tracking bug for USF mortar HT. might want to look into it. Either way fighting the usf mortar HT is an exercise in frustration - might want to tweak scatter and cost to match.
Price dropped from 40FU to 30FU. Having seen that the mortarHT is now decent at supporting pushes with the free smoke barrage, could it be that we just have to revert the price again?
Or is this a synergy thing between M3 and MHT?
i don't see 76mm shermans to be very useful vs normal compositions (usf problem isnt lethality vs vehicles normally, its getting 4shotted by raks / paks eg. and the 76 offers nothing for the higher price. i'd get jacksons vs stug based AT comps- regular shermans would round that out better than 76s as well i suspect). On top of that reg shermans get dozer HP buff in this doc, and lastly the unit itself is a little flavourless (just a high ROF sherman).
In order to minimize risk, we are forced to reuse existing units only. 76mm sherman probably works when you back it with Katyushas.
I guess we could increase 76mm (USF only) by 80 HP and then adjust cost? That way you can have bulldozers that are cheaper but slower moving, and 76mm that are more mobile, but not that good vs infantry.
i'm not sure whats the point of the jeep w/o the upgrade unless its meant to be a capping unit, but now you have to stall a long time vs okw kubel pressure before you can afford the munis
-but once it has the upgrade its quite annoying to fight, a little like a fast vickers UC. But its armor is still trash after upgrade.
I'd suggest reinstating the 155mm barrage as an ability on the dodge truck to give it purpose later on.
The barrage was our initial plan for the jeep. It got redacted, but it looks like we might be able to add it after all (but with CP requirements
). That should give the jeep a second lease in life.
With respect to kubel, I find that the vehicle crews themselves actually deal surprisingly large amounts of damage. If you can run around the kubel, you can pop your vehicle crews out (since the jeep has no weapons, it doesnt engage in combat, and if you're not in combat, jumping out is instant). The jeep has such a good mobility that you could even try to park it on the retreat path of the kubel to trap it in.
Greyhound could use a CP increase- its basically a very strong safety net against flak HT and other light vehicles, and its quite lethal as well vs infantry. Canister should be relooked at again as well.
Our intent was to have Greyhound appear at 4CP; it's currently at 3CP due to a bug. Should we push it further?
Mine drop activates immediately upon touching the ground and wipes squads, so it's a very cheap (90mu) force retreat button. Probably should be altered.
Do you prefer a s-mine-laying-like ability, or do you prefer the detonate-on-landing variant that we have? We can also make it half-and-half so that explosions will alert the opponent that a minedrop happened somewhere around that area.
Cluster bombs currently lack a proper AoE and act like mini-stuka-dive-bombs from the live version (aka, all or nothing).