If you give bunkers pop-cap its fine to me since i do not use it anyways but medics must be provided by the base then.
Why? US ambulance has popcap
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If you give bunkers pop-cap its fine to me since i do not use it anyways but medics must be provided by the base then.
Posts: 556
Why? US ambulance has popcap
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Do Jacksons cost 18 pop cap or does OST do have on the move heal+reinforce ? (Do not come to me with the halftrack changes since you need to reinforce first then garrison to heal which kills A LOT of time)
Posts: 556
What does the jackson have to do with medic bunkers?
I guarantee you US players would trade "mobile" (it has to be locked down) healing/reinforce in a hearbeat for a healing station that doesnt die in 1-shot. Its common for people to dive into US base just to kill it, using it in the field really isnt that viable an option....
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Using it in the field is 10/10 viable option.
And if you are letting your opponent to faceroll you to your base well that is a deserved loss.
German bunkers should need pop-cap? Even concrete bunker don't worth it, because they are way too easy to destroy, same for german bunkers, simply build a PaK and hit it 4 times.
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*All bunkers, FPs are included here
You can make them cheaper in cost when they have popcap, which is a better tool to limit them than resources
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Touching this mechanism will move a hole fraktion-design.
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Isn't it a little late to be making that point? With all the changes we've seen recently?
Posts: 556
No it is not. Nobody does this unless you feel like losing 10 fuel for no reason
But only for US? Cause nobody else has their healing get 1-shotted
*All bunkers, FPs are included here
You can make them cheaper in cost when they have popcap, which is a better tool to limit them than resources
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Why ? If you are getting face rolled to your base as OST then your healing bunker will be rekt too 100%. Since you can only basedive with a tank or lv.
Posts: 4474
give the usf hq a 20 % damage reduction aura for the ambulance only ?
It takes 3 shots, which is a long time for a tank to be hanging around someones base, however its very easy to a drive by when the thing dies in 1. The entire point is that you dont have to be getting facerolled to get your ambulance picked off, they can just show up, shoot it, and scram, even if its an otherwise even match
Posts: 607
Agreed they can be quite frustrating in team games but there way way many issues in team games. Like not being able to move infantry due to napalm spam, B-4 203mms , LeFH spam, Stuka zu Fuß rush etc.
If you give bunkers pop-cap its fine to me since i do not use it anyways but medics must be provided by the base then.
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The bunker would only get a popcap price when installing the HMG42, not when you get medics.
At least, IMO.
Posts: 556
The bunker would only get a popcap price when installing the HMG42, not when you get medics.
At least, IMO.
Same with fighting position ofc. The position itself doesn't take popcap, the HMG upgrade would.
It could be less than an actual HMG due to obvious limitations, but it shouldn't be a freebie.
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What are you on about? The Hetzer is 0CP and it's always been 0CP.
Man IDK.
I just saw something that says it's * CPs.
It has been like that from the start.
Maybe it changed recently.
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Heavy Tanks seem way too good now, especially in team games with lots of indirect being thrown around. Other things already wound infantry so then a heavy comes up and murders an already wounded squad with so much consistency.
Heavies can also duel AT guns with much less risk and more consistency then before.
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Leichte Mechanized Kompanie
To encourage T2 strategies and reduce the power of skiping tiers, we are moving the manpower discout for Ostheer tech to the Leichte Mechanize Kompanie.
- Manpower cost further reduced from 150 to 100
Battlephase 2
- Reverted manpower change from 150 back to 200
Tiger
The Tiger is having its AOE reduced on the outer edges to reduce it's killing power and to compensate for the tank's high accuracy against infantry.
- Far AOE from 0.175 to 0.15
- Far distance from 3.5 to 3
Panzergrenadier G43
We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44.
- Munition cost from 60 to 50
StuG Ausf. E
The StuG E is being moved into tech like other call-in vehicles. We have reduced the amount of CPs to compensate to encourage teching.
- CP requirement from 7 to 5
- Now requires Battlephase 2
Starting Resources
OKW is having some of its manpower changes reverted. The previous changes impacted their early game too much with the price increase on Volksgrenadiers.
- Manpower changes from version 1.2 reverted from 300 to 320
Schwerer Panzer Headquarters
We have adjusted the cost of the Schwerer Panzer HQ to allow Obersoldaten to arrive earlier and give the unit more time to gain veterancy.
- Initial cost from 100/80 to 100/60
- Panzer Authorization cost from 100/40 to 100/60
Raketenwerfer
The Raketenwerfer is having its price increased slightly to better reflect its new performance. Population has been adjusted for the additional soldier to match other anti-tank guns and reduce the upkeep on OKW.
- Cost from 270 to 290
- Population from 8 to 7
251 Flak Half-Track
We are reducing the smoke cost on the 251 Flak Half-Track to better reflect how integral this ability is for the unit's survival.
- Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15
King Tiger
The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks.
- Fuel cost from 280 to 270
Fallschirmjager
Fallschirmjager are having their second set of FG-42s locked behing the Panzer HQ to reduce the unit's impact when it first arrives, while retaining a relative timing with their pre-patch changes in terms of firepower.
- Second set of FG-42s now requires the Schwerer Panzer Headquarters.
Panzerfusiliers
To better reflect their performance and the changes to OKW's starting manpower, we are reducing the unit's manpower and upgrade cost slightly.
Manpower cost from 280 to 270; reinforce unchanged
G43 cost from 90 to 80
Hetzer
The Hetzer is having its veterancy requirements further reduced to reflect it's main target being infantry. With the changes to the Schwerer's cost, it has been locked behind Panzer Authorization.
- Veterancy requirements further reduced to 1240/2480/4960/6440/8370
- Now requires Panzer Authorization
Assault Artillery
Previously, Assault Artillery was too random and the shells took too long to come down. The new changes should force units in the center of the ability to move, or risk being hit.
- Shell count from 25 to 30
- Now drops 10 of its 30 shells in a 25m radius within the target zone, reducing scatter.
- Artillery Shell delay from 0.75/1.25 to 0.5/0.75
- Mortar smoke delay between shells from 0.75 to 0.375
Bofors
The recent changes to the Bofors impacted the unit's ability to hold back attacking infantry. The recent changes are to allow the Bofors to stop charging infantry squads that attempt to enter the Bofor's range.
- Suppression from 0.0006 to 0.0015
- AOE from 1 to 1.5
- Nearby suppression radius from 0.8 to 1
- AOE suppression from 0.1 to 0.75
- Target suppressed suppression multiplier from 0.5 to 1
Sniper
The recent changes in aim-time had the effect of speeding up the sniper's rate of fire. His rate of fire is being slowed to be slightly behind the Ostheer's Sniper to reflect the smaller squads he fires on, and his ability to harm light vehicles when supported.
- Sniper winddown from 4 to 5.25
Comet
We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range.
- Comet scatter from 5.5 to 5.25
Churchill
Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance.
- Population from 18 to 19
- Fuel cost from 160 to 165
Advanced Fortifications
The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power.
- Fuel cost from 20 to 10
Riflemen Flares
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
- Cost from 40 to 35
M21 Mortar Half-Track
We are slightly toning back the nerf to Whie Phosphorous from the M21 to have more impact on units that remain within the smoke.
- White Phosphorous damage frequency from 0.6 to 0.5
M4 Sherman 105mm Dozer
To allow players to purchase this unit when they have teched up to Major, we are reducing the CP cost. Additional CP changes will take effect when the patch hits live.
- Now requires Major tech
- CP requirement from 10 to 7; will be reduced to 6 for live patch
M26 Pershing
We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles.
- Far AOE damage from 0.225 to 0.175
- Mid AOE from 0.4 to 0.375
- HVAP shot from 60 to 50
Support Weapon Kompaneya(T2)
We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds.
- Fuel cost from 10 to 15
Assault Guards
Due to popular demand, we are giving Assault Guards Thompson SMGs. This should increase the unit's firepower and better reflect the cost and timing of the Half-Track Assault Group.
- Comes equipped with 3 Thompson submachine guns in addition to their SVTs.
- PPSh-41s removed.
IS-2
With its high armor, we felt the IS-2 should have reduced killing power against infantry while remaining relatively consistent in terms of accuracy.
- Far AOE from 0.2 to 0.175
- Far AOE distance from 3.5 to
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Churchill
Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance.
- Population from 18 to 19
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