build the commander to reduce their vet by 20%! or did that bug get fixed?
personally, i think the churchill is more worth 160 fuel though; the ONLY advantage it has over a medium is the hp, everything else is the same or worse. the hp is big but the churchill has to be cheap enough that it can be used with the firefly while not being so cheap that it get's spammed. honestly it's somewhat hard to balance though as it's very effective against infantry based AT and not very effective against vehicle based AT (which i think is what relic wanted).
It's not only a HP advantage, it's the double amount of HP, its more hp than any heavy has, you need a lot of resources to counter this HP pool. Also the grenade ability wipes paks and the non doc smoke provides further utility. Its definitely worth 170.
Yes, but Raketwerfer does not force the player into a certain tech tree. Soviet however, have to forgo Maxims just to counter Kubel spam in the next patch.
T2 so expensive with 20 Fuel . Also, the M3 counters the Kübel so both tiers offer counters.
Brits have Universial Car & AEC.
USF has M20 & Stuart.
And everybody has AT guns. You see allied factions have more than enough tools to handle "kübel spam"
1. First Stuart needs 115 Fuel to be pushed out, First Luchs needs 120 Fuel. I don't see the problem here.
2. Sections are underpowered right now, see this post. Don't take them as a balance example. 260 mp will have to make Volks even better and let them win every engagement against conscripts, which would destroy OKW/soviet balance.
3. Remove Schrecks give them a 3x Stg44 Upgrade and Panzerfaust
4.Those two nades share the same cooldown timer, so you can't toss them around in every battle. But I honestly would like to see the flame nade on the Sturmpio.
5. OKW needs HMG34, but delaying it with two trucks set up makes no sense imo. Ostheer,Soviets,Brits can get it as their first unit. USF need only 50 Fuel to unlock theirs. Why should okw spend 100 Fuel to unlock the worst HMG in the game?
Hey Op. Welcome to the board. It seems that you have problems dealing with the Panther. Why don't you try out the Strategy section to get some help with it?
2 At guns are usually enough to keep the Panther at bay.
That's only because they removed incendiary grenade. Wtf, that wasn't needed. OKW needs an early tool to clear out defensive positions, it doesn't have easy cheap mortar access like Wehr and Soviets, or lolotovs, hell, not even non doctrinal flame thrower, and does not have smoke as USF (aka smoke and flank lol). It practically has nothing to prevent being locked down by an early mg. Give the incendiary grenade back, that thing is realy needed, we have building and emplacements on map, FFS.
DUDE, play the mod. Volks have now both nades, they share the same cooldown timer.