I can't agree with you about whether it is not telegraphed. Unless its tossed somewhere that isn't where most of the center of attention is, you should be able to see the glaringly obvious light that blocks your vision.
However, I have to agree that for a utility skill it works very well for the price. Not sure if I agree with your proposition either, but some adjustments would be proper. |
You could use the tab button to separately controlling them without clicking separate squads. |
On regards of why you would ever pick a PTRS over a Shreck:
Shrecks take a very long time to reload for Partisans. PTRS, although requires all three models to aim, take much less time to reload for a second volley. When used against light vehicles, the damage is almost the same, making PTRS more desirable than the shreck at some situations. |
So...uh...what does any of the patch details mean? I don't exactly understand all of the jargons being used.
For example, what does it mean when the Conscripts near is changed from 4 to 0? Does it mean they no longer have a "near" accuracy?
What is a cooldown for a weapon? Isn't that just reload and aim?
Ostruppen got a 1.25 accuracy modifier now. What was it before it was added? Is that a nerf or a improvement? |
I feel a bit more chatty than usual so I'll ask another question regarding the Partisan. Though their performance is slightly lacking for their vitality and price, they do get their job done (infiltration, decapping, sneaky mines and barbed wires). The random weapon spawn depending entirely on luck is quite an annoyance for me since I occasionally get a weapon that I did not need (e.g. I need PPSh but I got a LMG squad).
Wouldn't it be neat if you could pick the weapon? I'm not sure if this is too complicated to implement, but I felt this could improve Partisan performance without the actual need to strengthen their stats. We just need to tactically pick the proper weapon set and Partisan can accomplish the desired result with greater ease.
Need a fast sweep of weakened infantry or weapon sets? PPSh
Flexible weapon that has open slots to pick up weapons? SVT40
Decent output in mid to long distance while garrisoned? LMG
Screw up light vehicles? AT rifles
Hurt a tank (even if its a wee bit)? Shrecks.
It is a indirect improvement to the Partisan...in my opinion of course. |
Wehrmacht's medical pack is too expensive for my tastes.
20 munitions each pack and it takes a while to use them means there's a pretty high opportunity and munitions cost.
Soviet Trip Wire Flares are actually really good if you have the "macro" to keep up with them. Each flare averages one model killed (some none, some 2). I've seen tripwire flares kill half a Fallscrimjager squad when they were too bunched up as they rounded a corner. It's good stuff.
Perhaps most valuable is the intel though. Plant them on every road and every path and you'll know every enemy movement. A certain part of the Soviet mid-game tends to be Soviets holding ground that they gained early game and trying to weather the storm until heavier armor can arrive. Trip wire flares let you prepare for the enemy effectively while sapping their strength.
I'm like massively off topic now though.
Medical packs are very limited utility. They're okay. It's actually probably fine for them to have a very niche use anyways. Wehrmacht has plenty of good places to spend munitions.
The new patch may see a resurgence of Ostruppen as well. The 6 man squads will benefit greatly from medical packs. We'll see.
I suppose I should start focusing more about tripwires then They sound like a much better deal than I thought they were.
Yes, I am greatly excited about Ostruppen. Did you make sense of the 1.25 received accuracy? Does this mean they take extra accuracy from enemies? |
There was a 1.25 received accuracy modifier for Osstruppen. Do they now take 25% extra chance of being hit? |
I'm so glad that Osstruppen and Partisan got some improvements. I enjoy playing these less-loved infantry.
The medpack nerf sounds like the death of medpacking meta. |
Soviet flare trip mines are a lot better than Ostheer med pacs. I use them all the time, they get a kill about half the time and they give some nice vision. Placing some down on flanking routes or at the front line after a big push will give you great vision in the events of a counter attack. This allows you to set up your support weapons in the right direction and use barrages on targets that you otherwise would not have seen. You can also place one every time you cap a point, leading to some nice kills and recon on what squad is capping your points.
Edit: Now medpacks on the other hand, their utility is very low at the moment. It could be greatly improved by making it a single droppable med-kit. Place it behind a building prior to an attack, and soft retreat one of your units back to it when their health starts to drop. Heal up and get back into the fight! Now you have to soft retreat 2 squads at the same time, which will probably end up with you losing the battle and having to retreat back to your base. And there you have a med-bunker, making the ability redundant.
I stand corrected. I never knew the tripwire actually kills. |
For 5 (10?) ammo more you can heal 3+ squads extra fast, can do it in combat and have your units get stacking offensive/defensive bonuses. But I digress.
Yes the Wehrmacht infantry vet 1 ability sucks ass. It is the worst veterancy ability in the game. I suggest making it heal the squad itself or another squad out of combat and have it be cheaper. Perhaps make it like the OKW medic pack drop, but turn it into 1 pack for 15 ammo.
I think it isn't really a bad vet skill (compared to Soviet tripwire) it just takes too long to start. I also like to keep skills as it is compared to making it similar to another alternative so I am leaning towards just tweaking the animation instead. |