Storm troopers tactical advance get half speed and x150 target size
Smgs Thompson tactical movement reduced speed and x150 target size
You either mean x1,5 or 150% I assume?
Posts: 3166 | Subs: 6
Storm troopers tactical advance get half speed and x150 target size
Smgs Thompson tactical movement reduced speed and x150 target size
Posts: 3145 | Subs: 2
Ost vs USF is fairly balanced. USF vs OKW is broken which is why OKW did so well against USF in GCS2. OKW early manpower advantage is significant with how much better sturmpioneers are than riflemen and RE. It puts USF on the backfoot immediately.
Something needs to be done about USF early game against OKW. Maybe put MG in beginning in place of mortar. .50 cal would not be good against Osteer early game but would be much better against OKW in beginning and stopping sturmpioneer abuse.
I would like to see mg in tier 1 instead of mortars
Posts: 149
Posts: 450
Posts: 503 | Subs: 1
Not that I'm against it but making this change would trigger a chain reaction in the balance of the USF.
Without smoke being available in T0 this would more or less force the player to go the tier in which there is smoke, but then that would make the player predictable and vulnerable to another counter.
Specific scenario for example:
Ost player gets MG42s, USF players is forced to go LT for the Mortar in order to provide smoke for his riflemen and destroyed the garrisoned MG42s, Ost player reacts to this by getting 222s as someone else already mentioned, the USF player then falls behind because even with the .50 cal and AP rounds it doesn't provide the fast punch of the 57mm AT gun needed to reliably destroy said 222(s).
So case in point, the USF needs the mortar right now in order to be effect early game because of the mortar's smoke and anti-garrison capabilities, if let's say the REs are replaced by Assault Engineers with the flame upgrade which would handle the anti-garrison dilemma of the USF but there is still smoke left, if the rifles are given back their smoke then people will again mainly only go for rifles, unless of course the USF T0 is redesigned with 4 or 5 man Assault Engineers, Riflemen with smoke and let's say a WC51 to provide more options for the USF's start but then people would complain that they're mimicking the OKW in a way with their Volks, Sturms and Kubelwagen.
But I think that perhaps all T0 MGs should be removed as AEgion suggested as well so there is less of the early game MG lockdown problem which would make it so there would be less reliance on smoke and anti-garrison capabilities, this would in turn also benefit the UKF which rely on the UC WASP for anti-garrison capabilities against Ost MG42s and have no reliable smoke because of the static nature of the mortar pit not being able to reach certain places on the map which you might need smoke right on the second.
But then again maybe the Ost will suffer then even if the MG42 is replaced by the Grens in T0, I'm not sure of that but I know that Relic made this change with a purpose during the UKF Alpha because they saw that the Ost would then underperform.
Maybe giving them 5 men Grenadiers and Panzergrenadiers would solve the issue and would make them less reliant on the MG42s? No idea, I sadly didn't reach this phase of testing in my mod to say from experience.
All in all I believe there are several ways of tackling the issue, question is which way the devs think of and decide on, that's all.
Posts: 3145 | Subs: 2
I like playing Ost but 5 man Grenadiers/Panzergrens would definitely be too good. Maybe something similar to bolster infantry available at BP3 could be possible.
I do think MG42 shifted into T1 might be fairer as well.
That said, I liked your initial suggestion far more than 50 cal in T0. 50 cal in T0 would be oppressively overpowered vs OKW - which can barely handle maxims as it is, much less 50 cals.
Posts: 5279
Posts: 503 | Subs: 1
Agreed, so perhaps you're right about a sort of Reserves/Bolster infantry upgrade be available later on to unlock 5 man squads to improve the survivability of these units in the late game where 4 man squads suffer the most in my experience.
As I said, not just the MG42, but the Vickers as well.
Which suggestion do you mean specifically? And the .50 cal was not my idea, I'm just providing a top down perspective of what MIGHT happen if this change was to go through, that's all.
Posts: 3145 | Subs: 2
I was referring to assault engies instead of RE. That solves flamer + sturms dominating early engagement quite elegantly.
Can we not take poorly designed features and stuff then willy nilly into properly designed factions?
Posts: 177
Posts: 3423 | Subs: 1
Wow the amount of exaggeration from these posts is staggering.
Posts: 1527
Permanently Banned
Coming from a guy who spent the last 8 months telling people that the coming patches (which you claimed were designed specifically with allied bias) would render Ostheer unplayable....
Posts: 1527
Permanently BannedIs there some technical reason we can't just make RE volley fire a timed ability, independent of equipped weapons? Like, suppresses a squad after 3 seconds if the RE squad is still alive and firing?
If not that, then 5 man RE or free smoke or whatever. Or remove the dumb-ass StG upgrade for Volks. Really anything that could make USF even slightly playable again, please.
Posts: 1527
Permanently BannedPosts: 211
Posts: 5
Posts: 177
Hence your claim that the USF is not even slightly playable is nothing but a wild exaggeration, none of this surprises me at all since as I mentioned earlier that the amount of exaggeration on this thread is quite shameless.
Posts: 1527
Permanently Banned
I'll admit that my post was hyperbolic.
(BTW I don't think you can claim that this patch is "allied biased" then ask us to prove it to you; rather for such a strong claim against the current consensus, the burden of proof lies on yourself.)
Posts: 1273
(BTW I don't think you can claim that this patch is "allied biased" then ask us to prove it to you; rather for such a strong claim against the current consensus, the burden of proof lies on yourself.)
Never said that the latest patch was allied biased [...]
The most recent patch is undeniably and massively allied and team biased [...]
Posts: 911
I’m not going to address the other things except for RE as I feel like you’re touched on things that other people didn’t even bring up here 0-0
In a straight up firefight, despite being better than CE, RE has neither the survivability or firepower to tickle enemy squads. e
41 | |||||
111 | |||||
7 | |||||
4 | |||||
3 |