Kubelwagon = derpwagon |
>Go into game files
>Set sWS Supply HT collision with infantry from "1" to "0"
Problem solved, it literally requires no more effort than that. You don't need to nerf the speed or anything.
This works, but doesn't it seem odd that the truck can't push infantry while driving at speed?
If you slow down the supply HTs speed out of territory, you stop truck pushing without making a difference in the way the vehicle itself does its job (you aren't deploying it to an enemy/neutral sector). I don't understand why it needs such speed out of territory in the first place, can you please explain that to me.
Not to mention setting infantry collision to zero may have unforeseen side effects like just phasing through infantry or being blocked by it (not sure how the stat works). |
Yes, but no one likes random 100-0 squad wipes of their infantry let alone an ability that would guarantee a vehicle become abandoned when used.
It doesn't have to clear the crew, just make it so cons have a vet 3 ability for 45 mu to overheat the engine of an enemy tank for about as long as TWP or T34 failed ram.
Assuming that this is really needed, which I don't think. |
If heavies and super heavies are to cost effective because they own medium tanks, who not make medium tanks harder to own? Not to mention tanks not dying to a passing breeze would help lengthen games a bit.
I have to agree with pig here. Mediums are great as they currently are vs. each other and in large enough numbers vs. heavies. Mediums have the right balance of HP right now (besides the /85 and e8, but they are heavy-mediums). The problem is that heavies can quickly make their way from one side of the battlefield in order to cut off any attempt at harassment where they aren't. In this way, the panther would become a much more interesting unit as it would be able to guard against fast moving mediums, making ostheer t4 more viable effectiveness-wise vs. heavies as they should be. |
They are not front line infantry, they are excellent utility infantry for causing havoc behind the lines. The sprint ability they have is quite powerful and allows you to easily escape a dangerous situation if they get stuck in one.
Fallsch are overpriced to all hell, why would I want to call in a unit behind the lines (and thus there being a good chance it might die) for more than the cost of Obers?
The fact that they are able to do so is quite amazing for a high DPS unit (when stationary they have great damage at all ranges). I honestly think that partisans should be the only infantry that can spawn behind enemy lines from buildings. Jaegers, and stormtroopers can get a cost reduction and be able to spawn only spawn from buildings in friendly territory, while falls can either do that or get a further price decrease to their unit price and spawn from off map. It really doesn't make sense to me why I can call in a no-micro flank which can destroy a well defended early game position in a matter of seconds (falls). |
I got really lazy so i copied this from the 5 man gren thread since it fits better here.
I don't think grens are the problem. Ostheer was built as a faction centered around combined arms and team weapons. On that front, the ostheer mortar is the best nondoctrinal option in the game, and the Pak-40 is the best mobile AT gun. The only thing that ostheer really needs in my opinion is a suppression boost to the mg42 and incendiary rounds at vet 0 for 20 mu. This way, ostheer has a valid counter to american early vehicles without having to fast tech and keep up. This in turn would allow ostheer to spend more of their early mp on squads instead of on teching.
The other thing that ostheer needs is an armor/hp buff to the 221 that would allow it to stand a little bit more of a chance against small arms, allowing it to be a solid counter to snipers.
One final change that is needed for ostheer is not directly an ostheer problem. I think that the Jackson should get a higher penetration value, lower damage (160), and maybe a slighly higher ROF. This way ostheer t3 is no longer hardcountered by jacksons, and medium counter play will become easier to pull off.
These are of course just my ideas, i'm sure others have better ones. |
I don't think grens are the problem. Ostheer was built as a faction centered around combined arms and team weapons. On that front, the ostheer mortar is the best nondoctrinal option in the game, and the Pak-40 is the best mobile AT gun. The only thing that ostheer really needs in my opinion is a suppression boost to the mg42 and incendiary rounds at vet 0 for 20 mu. This way, ostheer has a valid counter to american early vehicles without having to fast tech and keep up. This in turn would allow ostheer to spend more of their early mp on squads instead of on teching.
The other thing that ostheer needs is an armor/hp buff to the 221 that would allow it to stand a little bit more of a chance against small arms, allowing it to be a solid counter to snipers.
One final change that is needed for ostheer is not directly an ostheer problem. I think that the Jackson should get a higher penetration value, lower damage (160), and maybe a slighly higher ROF. This way ostheer t3 is no longer hardcountered by jacksons, and medium counter play will become easier to pull off.
These are of course just my ideas, i'm sure others have better ones. |
I'm pretty sure you have that backwards. Cooldown is time between bursts and ROF is during the burst. I may be wrong.
Weapons fire like this I believe.
ready-aim
fire
cooldown
ready-aim
fire
cooldown
|
A good game which showcases the mechanised doctrine to keep pressure on the enemy as you fast tech.
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It nets you back 70% of the cost, and at 10 fuel when USF starts with the LEAST fuel of any faction that's a big fucking investment. So whoopdedo, you got 7 fuel back, only 43 more to go!
Nades will wipe squads, smoke out MG's break formations.
How does the recall ability justify the WC51 truck when you know, you could just not go mechanized and not have to use recall to make up for having such a poor investment.
Getting BAR's is never a waste, because it gives such a massive leg up against all the basic Axis infantry, and nades will allow you to make his MG's quite useless unless he has god tier micro.
Bars will not be useful until you have enough, which will be 180 mu to equip one per squad. There is no reason to get BAR so early. Ditto on nades, when all you need to do is flank to do the same damage as smoke would. The whole point of the WC51 is that it gives you the flexibility to kill a Kubel (240 manpower), find and harass a forward battlegroup HQ position, and generally be a menace on the battlefield. |