Alright, so I think it's time we had a serious chat about these guys. They have two fundamental problems right now.
1. Volley Fire was overnerfed.
2. They aren't "necessary" as engineers due to vehicle crews, and aren't effective enough in combat to be appealing. Even things like building cover and wire can be replaced by riflemen field defenses or assault engineers depending on doctrine choice.
On the flip side, they have two great strengths.
1. They benefit significantly from weapon upgrades and become very cost effective infantry. Volley fire becomes much better with weapons as well.
2. They have unique abilities (Tank Traps, Riflegrenade) that are pretty solid.
So here's what I was thinking on how to make them a more appealing unit, without making them superior to riflemen or significantly changing much about them.
In friendly territory, rear echelon squads should get bonuses to their accuracy and rate of fire. This would fit with the idea of them as backline troops, while also buffing their basic combat performance and volley fire in the early game and allow mixed armies of RE and Riflemen to better compete against other factions.
They should also get their riflegrenade ability when garrisoning any building, not just fighting positions.
sounds pretty decent should try that or take incoming fire off the volley fire |
The AP round may be lackluster but the ISU-152 is an absolute infantry slaughtering machine.
If they buffed its anti-tank capability then they would probably nerf the high explosive rounds and that would just be awful.
The most I'd like is the Concrete piercing round ability buffed a little bit maybe, perhaps make it a timed ability like the Jagdtiger ability.
the HE switch to AP is so long it shouldnt matter how good HE is to inf it should still be able to fight a panthers or tigers armor from long range and not have to get close just to penetrate. the AP shell just bounce to much vs even medium armor i think just a little bit of well deserved penetration boost will make this tank useful for its price. its not like it has pak43 dmg or ele dmg... so give it penetraion..it hits like a su85 with double wait time |
for the amount of dmg a AT shell from isu does is really low when looking at its reload time and penetration. if the dmg isnt raised the penetration need to be better |
i ment AT rounds ssorry anyway to change it? made a mistake |
i think they should have more penetration cuz they bounce to ofter with huge reload time. and the switch weapon is to long i think also |
the way i see it is how many shots does it take to kill a usa tank with shreks and how many shots it takes to kill a okw tank with zooks. LOL!!! just makes me laugh how a the few of u think thats its fine. zooks need like 3-4 times the shells to kill a panther then a shreks to a E8 |
Yea, that dudes post made me laugh.
1x shreck is OP, but 2x bazookas are fine?!
One can't be okay and the other not.
a shrek is like 2 zooks and thats a maybe cus zooks get deflected a ton, and shreks hardly ever get deflected. and if u get 2 zooks u cant kill inf no more volks on the other hand just need to get higher rank and those shreks start killing single entitys frequently and are hard to kill even with shermans with HE shells or IS2 with its decent splash and bad acc |
Why does it exist? Because unlike the okw flak HQ which has quite a bit of range and can suppress, the bofors has rather low range and can't suppress.
This means that once the bofors is seen an enemy would have to be rather stupid to actually get within it's range again and the bofors would become mostly useless.
So to help the bofors be able to actually have more then a one time effect on the game, they gave it a indirect ability so it can also still contribute to the game outside of it's measly range.
this right here exactly... i was gona post this same shit but didnt have to. u have to buy a upgrade/tech just to buy the bofors and its not cheap and it cost pop alot od pop. then u have to throw a unit in there to use the ability which is dangerous cus u have more to lose and ur unit is not capping or fighting or planting mine. the best thing to do is get more then one type of thing to kill it. like not just mortars maybe atgun guns to and early tanks |
it cant be the same price as the soviet one, not considering the soviet dont have any other options for healing (at all) and it can be placed outside of base (risky or not)
dont see why not. and vulther the fuel pay will slow down tiers and early tank counters so idk why u would rather pay f.. wait a bit for mp conserve and out micro ur enemy and u good
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im convinced that its OP cuz my eyes are open im not blind and just like the "cool" ability cuz its "cool". And ill play with or verse anyone here,or train with anyone, or teach anyone dont matter the point is its unbalanced and this game needs to fix all unbalanced crap. some ppl will be suprised how noob they are i can tell u for sure that much |