Why not just offer a AT rifle upgrade to Grens and Volks that would give them a moderate increase in AI performance as well as the ability to help stave off light vehicle rushes?
Volks Light Anti Tank Package: 90 munitions upgrading the squad with 3 AT rifles and enabling the ability to lay light AT mines no truck required
Grens Light Anti Tank Package: 60 munitions upgrading the squad with 2 AT rifles and enabling the ability to fire the panzerfaust at longer ranges BP 1 required.
I feel like I ask this alot, but why? What will this add to the game? The only truly op light armor rush is the m5, and the M5 is not exactly something counterable by infantry due to its stupid dps, timing, and suppression.
Even if this package was necessary, why does it have to be better than the soviet DOCTRINAL upgrade for no reason? 3 at rifles and mines? 2 rifles and better p faust?
OKW and Ostheer dont need jack shit. You have panzer shrecks which are the best at weapon infantry can use. Use those, and don't expect every unique weapon/ ability that the allies have to go to Germans as well, unless you are willing to give up the advantages that Axis factions have such as more efficient lategame in general. |
Target weak point -> aimed shot.
Balanced.
Or we can always make twp into the stuart version. Half damage, no pen increase, 3 short stuns, 40 range. |
Would increasing the accuracy from 0.05/0.0375/0.025(off the top of my head, could be wrong) to something like 0.05/0.04/0.03-0.035 increase the bazooka snipes? From what I've seen and played the rocket snipe tends to come from people firing shreks and bazookas at near point-blank ranges where the projectile doesn't really have much room to scatter from the muzzle.
It would increase the snipes at mid and long, but only negligibly. Honestly, I would rather get rid of rocket snipes period, which is why I am partial to target tables (similar to the fix for the PTRS). |
One way to make the bazooka more accurate without increasing the accuracy stat (which increases missile sniping) would be to significantly decrease scatter. Decreased scatter would make "misses" hit more often.
Another option would be to implement target tables for missile AT weapons, and then increasing accuracy.
I don't think the bazooka needs much, since it can be used on any squad. Pen would make it to similar to the panzershreck, as would damage. I think that an accuracy buff will make it more viable reliably vs. light/medium armor, as the bazooka is meant to be in game (supposedly). |
I love how they skipped the most important parts of the Bren carrier. |
Su-85 good???
let me tell you why its NOT GOOD
1.awful long range accuracy
2.cant penetrate panthers (penetration not good enough)
3.costs too much and cant help you deal with heavies(including the panther) as stated above
nerfing the su-76s will just favor tank rush for the garmans and make the su-76 useless so either increace its durability and cost or dont touch it and buff the penetration of the su-85 to help combat heavys and panthers
This is untrue the su85 is a very reliable tank destroyer when it comes to dealing with heavies. It has 180 penetration minimum, which gives it slightly more than a 50% chance yo pen a panther. Thats nor great, but this fact is made up for by the su85's amazing rate of fire. It also costs 120fu, which is online with other TD's (jackson, jp4).
The su76 absolutely needs to be made into an anti-medium td. Currently, it can deal with all threats in groups of 2-3 because it has the same pen as an su85 and a fairly decent dps. This leads to it supplanting any need to tech to t4, since it gives you access to a barrage, and a lategame yank killer.
Make it have 140-180 penetration. Then it will be great vs. Medium and light armor, whilst forcing a player to tech up to deal with heavier armor. |
I understand that the Pak howie is great at hitting squads close by and running straight at it, however, my biggest gripe with the pak howie is that it goes against USF faction design.
The USF faction was designed as a high DPS faction that is meant to be constantly on the move and attacking enemy positions. All USF support weapons support this fact. The .50 is capable of setting up quickly, making it a viable support unit for attacking infantry. The M1 57mm AT gun has a fast ROF with low pen, making it a unit that is meant to be used on the flanks of engagements and quickly re-positioned. All USF armor has low survivability, but instead rely on their mobility to make up for their weaknesses.
The USF indirect support weapon should be a fast moving weapon that is meant to constantly reposition to keep up with rapidly moving forces. It should be a lighter mortar or a mortar HT, capable of quickly moving into range, doing its job, and pulling back.
This is the main reason why I find the Pak Howitzer underwhelming. It is a good support weapon in the wrong army. As such it suffers from not having other units adept to doing the same job it does (holding territory), whilst not particularly aiding the mobile tactics required for the use of literally every other USF unit. |
Usually Kappa is preceded by another statement by you or someone else that is Kappa-able.
Example: Rear Echelon Troops are too cost effective with M1A1s, make them spawn with M1911s Kappa |
Hello everyone! I started this thread to get a general idea of what the consensuses on the viability of Ostheer T4 is.
I personally think that Ostheer T4 and the Panther within it are priced fairly, but the inefficiency of the Panzerwerfer and the Brummbar make it a less useful tier than it should be.
I would suggest that the Panzerwerfer should get either:
- Less scatter, so that the barrage can be used from a farther range than it is currently effective from.
- Gain an HP increase to 320 and an armor increase to 16, to reflect its role as a more offensive artillery piece.
This will give the Panzerwerfer a true role, and make it less of a risky investment if it is meant to be a frontline rocket platform.
As for the Brummbar, I believe it's biggest weakness is it's vulnerability to pathing issues. I believe it's main weapon is in a good place currently. I would like to see the Brummbar made more useful by making it have either or both:
-Better rotation rate to compensate for it's pathing. It is a very lategame unit, and is currently too vulnerable to pathing issues compared to other highly priced tanks, due to it's lack of a turret and low maneuverability.
-Increased HP to reflect it's role as an emplacement smasher. Currently, the Brummbar has 800 HP (same as a T34/85). i would like to give it an HP buff to 960 or so, to reflect it's role as a borderline heavy unit.
The Brummbar will then be a heavy assault gun capable of smashing the heaviest fortifications when used smartly, and be less vulnerable to pathing issues. |
I think we all want to see soviet t3 get its deserved fix (maybe move some of the t4 cost to t3), but I think it needs to come with a buff to molotovs and/ or to penals.
That way, soviets can counter early Ostheer mgs through flanking more effectively. Currently, molotovs don't really do anything considering their price. Making them a credible weapon against mgs will go a long way to making flanking enemy positions with conscripts a viable choice. Increase their individual throw price if needed, but make them an actual threat. Currently they seem to be bottles of warm bathwater.
Part of the issue with the fast t3 of soviets is that it is almost a crutch being used to drive back enemy defensive positions through sheer shock power. It needs to change, but so does the base faction imo. |