I think the best way to change call in tanks is to make cps less important and tech more important so you can get them earlier, for a higher cost(would open up more strategies).
This can be achieved by greatly increasing the number of CPS you gain from teching or no longer requiring cps for some units just making them tech accessable only, though only some units would work in this capacity(ex. greyhound is perfect for this comes with t2, but IS2 might cost an arm and a leg to tech to if you need t3+4) |
The unit itself isnt the issue, i believe the problem lies in the weak counters available to the axis facions
The 221 needs to be a more durable and effective unit for coming so late in the game(compared to a flak trucks and pumas). Right now the unit could come out of tier 1 and still be quite balanced if the upgrade required tier 2. needs to be a more effective vehicle(will cost more)
The OKW flak truck should punish sniper strats but at the moment it is dying to penal satchels, at nades, guards, mines, maxims, partisans, at guns and any vehicle that isn't a scout car. Damage is great but it will die and often too soon
If these two units become more effective then we should look at snipers but right now the units that counter them...well aren't very good |
I used a priest on a Kt that hit a mine the other day, the KT crawled away with 1/5 hp.
If you get close enough with this unit scatter is a nonfactor its like using precision strike pretty good at wiping capping squads with the first hit
Also quite good in combination with MGs as the first shot will usually take out a few models and force a retreat
You do need 2 to take out OKW buildings though as sturmpios outrepair one |
My first replay, its a unique game because well...my base becomes the most dangerous place on the map
Was fun to play against something different but Relic yo fix this at some point
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It takes about 10 minutes to get vet 2, in which it might get 10 kills if your very lucky.
The next 10 minutes after that it will probably get 30-40 kills depending on RNG and the number of available targets.
This might be because it does 80 damage at vet 0 and 1, but 160 damage at vet 2. Because that's totally a natural progression... |
I feel you with the kubel man, its so tough to go against, however if they do go kubel they also lose out on capping power, meaning they have less resources.
In addition to the mech commmander you can go for only 3 rifles into a lieutenant for a fast vehicle, or you could mitigate the kubels effectiveness with smoke nades, as poping one on the kubel will prevent it from firing for a time. Furthermore often flanking a kubel will get it out of your hair for 60 to 90 seconds so 1 good flank can really give you the time to regain what youve lost, and lessen the kubels period of being an effective unit.
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I like the idea of truck health being related to building health, in that a damaged truck will produce a damaged building. It both makes sense and will help to indirectly discourage truck pushing.
It will not directly effect the first couple engagements but it does add an additional cost to truck pushing. Which i think is the primary gripe with the mechaninc.
Units are balanced to fight each other in an equal field of play, so adding the troll truck will affect performance, therefore there should be a little more cost associated with using it. But not so much that buildings for the OKW become a challange to get up |
Mabye give them an LMG upgrade which requires t3 or 4? would be a cool inscentive to tech |
If you use the ability on top of an MG or even tank, they become incapable of firing at all. So if your planning to rush the mg and take it out you must get at least 1 smoke nade on the MG.
However if you just want to soft retreat or leapfrog your way to get another smoke/ regular nade off throwing it in between the two squads is useful, just not quite as effective. |
American HMG takes longer to supress than the MG34 in a vast majority of situations. (i can explain why if ppl care)
With AP rounds the MG34 is a very effective light vehicle counter(it can kill easily), where as the Browning is just slightly more effective than other small arms fire.
While being more effective at supressing, killing vehicles(post vet 1), and having bettter survivability(based on faction DPS) i believe this makes the MG34 the the better unit...for 70 manpower less.
M2s only advantage is higher base dps but machine guns aren't usually relied upon for their damage, its the 3 factors above that are most important for performance in my opinion
btw -> M2 costs 280 manpower from tier 2
(i compare it to the 34 because i use them the most often of any mgs) |