LOL they're making OKW infantry even stronger while still leaving USF lacking effective starting units.
More powerful by not actually buffing the stats of stock troops and making volks more expensive?
Posts: 783
LOL they're making OKW infantry even stronger while still leaving USF lacking effective starting units.
Posts: 888
More powerful by not actually buffing the stats of stock troops and making volks more expensive?
Posts: 783
They're making Fallschrimjagers cheaper, better and available sooner. Okay, are they at least going to make USF Paratroopers available at CP2? Nope you still have to depend on lame Riflemen.
They are complaining Strums don't "scale well into late game" ugh who the hell cares? Its an engineer unit? How well do Rear Echeleons or Soviet Combat Engineers scale into late game? Do they get buffs? Nope.
And a 10 MP increase to Volks minus 50 MP starting for OKW I doubt is going to make a huge difference.
Posts: 1979
Posts: 284 | Subs: 1
Something like the 6pdr Rapid Maneuvers for the Raketen now that cloak is stationary and retreat is removed?
Flares for Spec ops could be replaced on recon plane - enemy player should have counter to it. Or if planes for some reasons non-wishable, make it work like brit ability that fires flares for front sectors only.
Posts: 888
The falls changes are justified... i dont know what ur on codguy...
Posts: 97
Then simply swap the MG34 and raketen's places in the tech
Posts: 60
I've been banging that particular drum for a while now but, no one seems to be listening.
The changes are interesting but, the Rak is a mess and fixing it will take more than one attempt.
Posts: 17914 | Subs: 8
Posts: 857 | Subs: 2
Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be nice
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.
Opel Blitz - Good changes overall, the reload & ability recharge buffs it gives infantry still feels awkward though.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.
Raketen - 5 more range and 1 more man won't do much to address the main issue people have with the unit, which is consistency to hit light vehicles and ability to penetrate armored targets. Early game vs an M3 will still be an RNG nightmare, and so will fighting allied heavies late game. Maybe a 1st shot out of camo accuracy/pen bonus?
SturmTiger - Give it back the ability to pierce world objects to fix its horrendous consistency issues and replace its vet 1 ability with either a recon flare or long range smoke canisters.
Posts: 2358
It's the only AT gun that requires no fuel investment to unlock
Posts: 498
Assault Artillary - Still not worth the 200 munitions cost as the circle the shells can fall within is massive. Way too dependent on RNG. I would either like to see the circle reduced in size by 50% or a guaranteed number of shells land dead center so it can be used to reliably destroy static weapons/buildings.+1
Sturm Officer - Overall the changes are good, but I would like to see some additional utility be added. Smoke nade or regular nade would be niceWell, the force retreat sort of fills that role vs HMGs. Just use leig or obersoldaten to smoke.
Jagtiger - Its cost and or performance need to be addressed now that it's tied to tech. Even as a call in unit is was rarely if ever used. Currently it costs 35 fuel more than an elephant for a little more range and the ability to sink your ammo into a crap mobility upgrade, the ability to fire 2-3 shots through world objects, and an awkward barrage that will maybe tag an infantry model assuming the shells don't collide with terrain as they have little to no arc. Maybe take a look at its vet requirement/bonuses as well.Underrated unit, with proper scouting, provided by the doctrine's panzerfüsilier flares it can terrorize allied armor and emplacements all day. It's a better elephant overall. I usually try to use it on open maps.
Command Tiger - Still a lackluster tank. The aura should be passive to be consistent with all other command vehicles. Tone down the bonuses if you have to, but no one will pay munitions to temporarily buff a few squads that have to hug the Tiger while it also gets hit with a debuff to compensate.The tank itself is fine, but I agree about the aura it gives, I'm never certain when I should activate it, knowing it will hinder the tank itself.
Schwerer - Seems like a waste if all you get are vanilla Obers out of it. They're going to have to fight vetted allied infantry and it's not like their LMG/STGs are free either. I also don't feel that the JP4/Ostwind would be too much to add to phase 1.I'm conflicted about it as well. I say it should be down to whether the balance team manages to signal the flak's inactivity somehow, apart from a red disabled icon floating above the building. If not possible, then I wouldn't mind the old, current system staying. In fact in the new system you have to expose the Schwerer HQ before it is even able to fire back.
Sturmpios - Good changes, but I'd like to see shrek not lockout minesweeper.+1
Posts: 17914 | Subs: 8
Now that is a stupid argument to justify raketen being bad. Using your logic then T0 USF mortars should be nerfed to uselessness and T0 conscripts should suck as they did before the recent buffs...
Posts: 8154 | Subs: 2
A bit confused about volk and tech MP changes.
If my quick in-head math is correct, these MP changes will have something like 10-15 seconds difference on 2nd volk and 5 seconds difference on 3rd, while overall, unless you're going for 6 volks or more, its an MP buff for teching.
Posts: 556
They're making Fallschrimjagers (1)cheaper, better and available sooner. (2)Okay, are they at least going to make USF Paratroopers available at CP2? Nope you still have to depend on lame Riflemen.
They are complaining Strums don't "scale well into late game" (3)ugh who the hell cares? Its an engineer unit? How well do Rear Echeleons or Soviet Combat Engineers scale into late game? Do they get buffs? Nope.
And a 10 MP increase to Volks minus 50 MP starting for OKW I doubt is going to make a huge difference.
Posts: 731
Posts: 789
Posts: 3114 | Subs: 2
Posts: 1979
61 | |||||
334 | |||||
37 | |||||
30 | |||||
12 |