Does USF really need more access to smoke? They already have the most prevalence of the stuff in the game, and I scarcely think they need to be able to totally invalidate MGs.
Just something to E8 doc to work, not like its gonna boost AEF winrate skyrocket or anything |
Your 300 manpower squad, which costs 30 to reinforce, has a zone of engagement that is pointblank, requires 1v1s. So now your actually instead of looking for fights, are hoping to *avoid* any sort of engagements in the hope you can set up an ambush once you've taken your key territory points.
So my proposed solution for sturmpios, might be a bit controversial again. Give them a 60 munition upgrade that grants them 3 kar98s and a g43. Replacing their stg44s, this would give you the choice of keeping a semi-playable assault squad and capacitiy for wiping, whilist giving you the choice of playing at range and losing your close quarters firepower, this could also open up a more variety in strategy. Alongside this i would reduce the cost of sturmpios to 280.
So now you could play multiple openings, such as 2x sturmpios, 3x sturms, fussi+sturm rifle starts, standard volks, ect. I think it would make it alot more interesting.
If u give RE Garand or Thompson upgrade, Sapper with 4 Lee Endfield or Commando sten upgrade, then im fine with ur suggestion |
Ostheer sniper had an advantage over other snipers. He could fast snipe them with incendiary shot.
But balance team strike against, we must make every unit equal.
I guess counter barrage gets nerfed to dust too.
TYVM
Then how about u get the double tap and SOV sniper get 2 models back? |
Wish COH2 can do the army roster like DOW2 did, especially like Elite mod. 7 factions but all have answers to everything the enemy can throw at them and still maintain their theme, while here we still discuss OKW and US should have Sniper or not :v |
so make Ober a doctrine unit then |
I dunno, being able to delete wooden buildings (like the one on Crossroads) from 60 range for 35 munitions does seem as though it might be a little too much damage, especially given how quickly these shells are fired (Even with the new patch). The damage the ZIS can put out to ambient buildings seems overly high given the unit's early timing and its role. A vet 0 ZIS does a little less than a quarter the HP of medium-sized brick buildings, and takes the one on Crossroads down to critical health in just two barrages.
It's able to put out more damage to a garrison, and faster, than a mortar, while also still being an AT gun, and there's no particular reason it should be able to do this.
Can't you provide an actual argument rather than you and vipper constantly bickering fruitlessly? Maybe there is a need for the ZIS to have that sort of damage output vs ambient buildings, but I'd like to know if there is. It does more damage to an ambient building than a stuka does (Dependent on the length of the building, of course)
I'm fine with taking away Zis gun ability if Raketen ability to retreat and occupy house also being taken away as well. Give Zis-3 camo with 1st shot guarantee pen then. |
No it does not make sense.
The passive bonus where sight and range but only garrison that made the vet 1 bonus purely defensive and inline with faction design/theme.
The current vet 1 ability increased damage, penetration and range and allows the unit to fire with impunity which is not inline with faction design/theme or the use of HMG in game.
U keep spilling "faction design/theme" when US HMG got butchered tear up/down time? now where is the inline is that? Balancers stop caring about inline long time ago |
If the UKF had cheap mortar, the ostheer grenadiers might as well be able to build sandbags
And then IS might as well has HEAT grenade to snare too if u re at it |
Then makes all HMG the same, Mortar the same, AT gun the sam. Why Ost Mortar can outrange US one but UK HMG cant outrange Axis HMG? |
The problem with UKF is every side upgrade u get will hammer ur timing to everything else. IS got 3 upgrades: Nade, Weapon Barrack, and Bolster. Get any of this and most of the time ur IS will be hunted down by Axis LV, because somehow dev want Sappper to have snare, not mainline. If u want to counter LV, the only option is to rush AEC-and LV with almost no AI, so Axis Inf just walk toward it and 3 faust. But then still less range than Puma and most of the time lose to it. Vicker HMG is no help because somehow it is designed to kill not to suppress so again Axis Infs just walk to it and nade/flame nade it. No mobile indirect so u get to be bombed out of existence. U want to flank enemy MG or Mortar, but without upgrade how can u kill them fast? MG42/34 just pack up and pack down again and suppress u, mortar just retreats or Leig just walk back.So u stuck with a paradox, Upgrade IS to fight Axis Inf but get destroyed by LV or tank rush, or get LV or tank and keep bleeding hard because IS is suck after 5 mins without upgrade and get slaughtered by PzGren or Ober. Also no counter to blob because no rocket arty. |