Increasing AI might be too big a change though, given the commanders they are in and how that might affect the usefulness of other units. I suggest a vet0 tread shot ability at the least, that way you'd want to use them in any game for a temporary snare so your conscripts go in for AT grenade, or at least your field gun can dish out some more damage before the tank escapes.
That or just copy the T-70 gun stats. It is not like it will be buffed that much since it is a directional crew weapon. |
Yeah back then you could go both panzerschreck and minesweepers. It wasn't like it was free either, you got both options in one expensive unit, after the combined munitions investment. Being an expensive 4-man squad and the upgrades give it exclusive roles, it was a fair trade. If you had four Sturmpioniers and upgraded to both for all of them, thats 90x4, plus 30x 4, for a whopping 480 munitions....and you still need to juggle between using them for AT and repair/ mine clearing.
Now you can only do one or the other, spam Sturmpios or spam Volks and spam fausts to compensate. |
The links don't work properly, but they are basically just other rocket halftracks. Might as well argue that Pioniers would do way better in combat if they had MP38s instead. |
No, technically a half-truck is a truck with just the cab.
Just fking call it a halftrack, it's literally one letter difference.
Walking Stuka counters emplacements and a entrenched position; it is itself countered by anything that moves. |
I have a suggestion regarding how the Luftwaffe Officer's upgrade system works:
It seems that OP wants it where if you choose the Aggressive Specialization for the tiers, the Officer's abilities are unlocked accordingly. If so, this results ina rather inflexible tech strategy and also leads to unintentional tech unlocks. It's inflexible because if I wanted Forward Retreat instead of Forward Rally, I HAVE to choose Defensive for T4, even if I want to unlock Skirtzen armour.
Solution is a quite simple: instead of this scheme, it works whereby unlocking to T4 allows the Luftwaffe Officer to choose which specializations you want for that squad to work with: if I tech up to T4, I can then immediately choose Forward Rally or Forward Retreat- the choice is independent of my T4 specialization, so I am not forced to either wait for choosing a T4 specialization, nor would that choice result in having an ability I didn't want. |
Last match I played as Tactical Support Regiment, and when enemy fired destroyed the ambient building that I converted for Forward Observation Post building, the game seems to think I still have it used, and thus cannot convert a second building. Will attempt to verify by reprodcuing results, and then seeing if results differ if I use a different map or structure. |
A few matches ago I used a Mortar Hafltrack's Incendiary Mortar Barrage ability- the MHT proceeds to the target area and the ability button is highlighted to indicate it is firing. However, the action does not finish- the halftrack doesn't fire, and ordering it to stop or move doesn't do anything. Will have to play another match do verify and reproduce results, but posting it here in case it's a new and unknown bug; before the patch I have not encountered this issue.
In addition, I have said halftrack's ability in that match prior to encountering the alleged bug, and in the same spot as well, so seems to be a random issue. |
Not exactly sure what Tactical Advance is, so it depends on what it does.
OP might have misspelled it and intended to be Stormtroopers' Tactical Assault ability when they upgrade to StG.44s, of which the effects are "Squad moves at half speed, +50% accuracy, +50% received accuracy, +150% burst length, lasts 10 seconds. Even on retreat."
This ability doesn't inflict suppression and it makes the unit move slower.
I also assume that Suppressive Fire of the FJ Marksman's vet1 unlock is the USF Paratrooper ability of same name when they upgrade to M1919 LMG, it offering "-75% cool-down, +1% suppression, +200% burst length" according to the Ability Guide. Haven;t used that ability in a while so not sure if it would work well in a unit with the Tactical Advance ability.
In any case the two abilities can still possibly be put together by way of sharing cooldowns- if you use Suppressive Fire you cannot use Tactical Advance. Or of course one ability is shifted to another weapon upgrade.
Also it could still work in combination but would prove a big munitions sink into a single call-in squad.
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Well at least you're not the sort of player that has his entire army at base because he wants two more Panthers before moving out. Meanwhile, the team has lost ground because three players fighting four armies isn't as easy as it sounds. |
Trenches, the British tank trap. |