The thing is a Panther with better shell damage for some AI usage, but not nearly enough armor or health to make it cost like a Tiger. Leave it as is and lower its cost or raise its health SLIGHTLY. |
This has been brought up before, but I have never seen a poll on it so here we go. Infantry are able to crawl while under MG fire and throw grenades at MGs with normal range. This leads to many complaints about Volk blobs with flame nades, Gren Riflenades, and USF baseball players. I believe a range change while suppressed for grenades could buff several MGs against blob assaults without having to change any of their stats.
(Note: Mortar option is to give USF something to counter MGs in houses early, because long thrown grenades are one of their few answers to it. Maxim spam would also have to be somewhat addressed.)
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To all those who say there is a 5% difference in win ratio and that's not bad, try doing some basic maths. A 55% win rati for allies means a 45% ratio for axis, which represents a 10% difference. Fairly significant and worth fixing, unless you only play allied factors and can't play fair.
It is a far cry better than a year ago when OKW released where the win rates were 70%/30% Axis, then after nerfs to them and buffs to a lot of Allies units it went 65%/45% Allies. It has come a long way, but yes it could be better. No more AEC over buffs Relic! |
Jaegers are camo sniper unit, Falls are another camo unit (and camo on retreat no less), Fusilliers have insane LoS, not to mention camo'd Luchs or JPIV (which gets site improvements at vet 2?) or Goliath, or the CmdPanther giving better site at vet 0. Oh and the cheapest recon arty in the game, which cannot be shot down, makes no sound, and gives near instant vision on command. These are already scout units, and to top that they have a scout unit which gives LoS all the time and cannot be denied because its health is high enough to survive and move under artillery fire, and it sits far enough back you will never get close to hitting it.
Not sure exactly how to fix this unit but in team games provides an unfair advantage for sure. For one thing its fuel cost should be brought in line with current OKW fuel incomes, it was lowered to allow this unit a place but was never modified after this.
I agree it could use a little tweak for team games, but some of the suggestions in this thread have been over-nerfs for a unit that does ZERO combat damage, but takes up Pop cap and costs fuel(you say its fuel hasn't been adjusted, but remember it used to not have a fuel cost at all). |
Who needs call-ins? Camouflaged Raketen? Camouflaged sniper? As I was alluding to, using those units to scout involves risks. Air recon has risk (being able to be shot down). Using the IR HT has zero risks. Park it in the back and rain Stukas/Paznerwerfens to your hearts content. Don't need to concern yourself of where the Allies last were, it's ALWAYS scanning. Meanwhile, Allies should smartly always keep their units moving or out of range of the IR HT since they don't know when the arty will come. Micro, micro, micro while Axis Zzzzz's without risk.
OKW doesn't have a Camouflaged sniper and the Camouflaged Raketen moves at a snail's pace. Also the risk of losing the Raketen is losing 270MP and giving the Allies a cloaking AT gun that can retreat, while using the Ari Recon is losing 80munis... Yeah give me the Air Recon every time. |
I agree. Especially when Axis has other methods of scouting (camouflage units) at their disposal, having a "risk free" scouting unit is just too much.
Do consider that the OKW has only ONE scouting call-in, the Flare in one doctrine. Wher is the one with multiple Air Recons and you might not always be paired with them.
I dont see why being the only faction with munition free scouting would require it being done unknown to the opponent. Strong as it is, you know a recon plane is above you so you should know your being scanned as a mechanic not a historical point . Which is why it currently works thst way.
The Brits have free repeatable Air Recon on their Command Vehicle(one time buy like the Infared HT) so this isn't a one faction thing.
I could see raising its fuel cost to 15-20 so it is at least a little more investment needed or maybe slow down its infared sweep so you can time it and dodge it(isn't there a mission in Ardennes Assault where you have to maneuver past a bunch of these things?). If you make it a cooldown ability then it needs to either be free with a short timer, cost munitions but be undetectable, or cost munitions and give it a weapon/ability to reinforce squads. I do think though it would be neat to slow down its sweep to slightly slower then infantry charge speed so you can walk past it with proper timing. |
Why not switch KV-1 and T34-76 in that commander? KV-1 could serve as at least a damage sponge late game to give the SU-85s some time to deal AT damage. |
A problem I had was the recovery operation in tactical support regiment airdropped my AT gun inside my HQ and it couldn't get out. Another time it only dropped the Vickers.
That stupid ability always drops NOTHING for me, worthless ability. |
I could see this becoming a problem when the new Emplacement commander releases, but right now...eh. It can be countered by Wher mortar spam and OKW ISG spam, both of which punish Tommies in cover so they aren't a waste of manpower. Also Volks with Shreks and flame nades, really tear down Mortar Pits fast. |
I love stats, nomnomnom. Are you going to keep updating, or start fresh after the Feb patch?
It is probably best to start fresh and see if the AEC and 222 changes affect those factions win rates at all with a fresh set so you can compare patch to patch. |