I think Easy 8s would be better with that Commander but eh |
So wait, its clean hit DPS ? Miss shot not included here ?
Accuracy near for example would most like have
4/5 Volksgrenadiers hitting their target in each Volley
3/4 Grenadiers hitting their target in each Volley
3/6 Conscripts hitting their target in each Volley |
I suggested this because that is how it was in COH1 and it was balanced since there was risk and reward. MG's in trenches however was not a thing and I still find kinda odd but whatever.
At the minimum trenches should be more readily killable by shreks and AT guns. Currently it seems 70% of shots just miss them even from point blank.
If they could bring back the building decap thing from VCoH but for Brit trenches that'd be nice, cause at the moment a Brit player can place them where ever he wants and not even have to worry about a thing |
So what DPS untis have in near, mid, far range ?
Vasa think of the accuracy as a percentage on whether a model will land a shot or not, the DPS should mostly be the same for these 3 squads as they are all Bolt Action Rifle Squads that cost 240-250mp
Accuracy Near:
Volksgrenadiers (5)- 74.8%
Grenadiers (4)- 74.8%
Conscripts (6)- 54.1%
Accuracy Mid:
Volksgrenadiers (5)- 71.3%
Grenadiers (4)- 66.1%
Conscripts (6)- 49.5%
Accuracy Far:
Volksgrenadiers (5)- 67.9%
Grenadiers (4)- 59.8%
Conscripts (6)- 33.4%
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Also trenches should be neutral and garrisonable by any faction.
I doubt Relic would do that but if British Trenches could only be built in connected Friendly territory that'd be nice so they cant go on your cutoff and build a Trench they can use when ever they like |
Same for Ostheer. I could deal with your stuart with tellers, faust + pak, but if you light tanks are wrecking me or constantly being able to get behind shotblockers and escaping, I'm forced to get a puma from mobile defense. If the Ost player is spamming mgs and your flanking and nade timing is not up to par, you'll need to get mortar halftracks. That is skill. Forcing one's hands.
Now you can skillfully force a USF players hand by making him purchase a Mortar for 260 MP |
Not everyone is gonna see or follow what is said in this thread, it will get buried fast unless you keep it on the frontpage somehow and you will probably have to till the Combined Arms Bug gets fixed |
Firstly snipers do not clear units out of buildings well, unlike in VCoH.
Secondly variety is not the issue in coutnering MGs. MG counters are available on American mainline infantry that scales towards the endgame.
In my opinion, smoke on all mainline units is barely acceptable, let alone an extra mortar. The extra mortar is basically saying - Okay USF can have its cake and eat it too.
Furthermore, if a mortar is really needed, the USF has a mortar halftrack anyway. I don't quite understand why a mortar is needed for USF in T0 when USF has a lot of options up its sleeve for MG counters and indirect fire.
Smoke Grenades got nerfed (reduced 33% range when suppressed) and bleed you Muni
I couldve mentioned flamethrowers for USF but they force you to choose a commander just like the Mortar Halftrack
I said a low powered mortar is fine, but it shouldn't be able to smoke as well just regular barrage.
Thats what USF needed something to launch smoke so you dont need to tech Grenades all the time and to harass Garrisons and MG positions as a fan of the Pack Howitzer the Mortar made it redundent in my opinion as you by the Pack Howitzer for its killing power but whats the point the Mortar is in T0 cheaper and better than it
USF needs the Mortar but definitely not for killing |
You and GenObi = clearly USF fanboys. Just think about it 3-4 riflemen squads get smoke + plus the mortar. That's more than any other faction. What other mainline inf even gets that ridiculous ability. And don't complain about the tech cost of nades. It's still very cheap. I know what you're thinking. You want to get out that Stuart EVEN faster when it already comes out faster than the t70 and has more health and can kill light vehicles better. That's just greedy. Be happy that USF received a mortar. But a mortar with smoke? Oh please. How would you feel if Ostheer had puma in tier 2? Would you complain and whine that you can't bully Ostheer anymore with the stuart?
Wehrmacht has Flamethrowers, Sniper and Mortar, Soviets have Molotovs, Sniper, Flamethrowers, Satchels and Mortar, OKW has Incendiary Nades and ISG (Doesnt have to deal with Early MGs that much fortunately), UKF has UC and Sniper all the while USF only had Grenades in the early game to rush out and clear garrisons or smoke MGs so why doesnt USF deserve 1 alternative in the early game? |
And that, in case of grens, would warrant 100% accuracy at vet0 at short ranges and nullify any defensive vet in game.
That is why I'm saying it would need to be surgical.
Thing with grens(and tommies) is, they have high damage AND high accuracy already and the adjustment like that makes sense for high damage, low accuracy units, like old RETs, conscripts, especially CEs.
There are just some accuracy values you can't go over with, or the unit will end up as it did in March Deployment patch.
Well I guess we can think of a different solution or just leave them as it is, but Conscripts could definitely benefit from this given their terrible accuracy at all ranges
Why do volks have higher long and mid range accuracy then grens? Is it because of the larger squad or is this relic logic.
They do 12 Damage compared to the Grenadiers 16 but have an extra man
So 60 Damage spread out over 5 models for Volks and 64 Damage spread out over 4 models for Grenadiers
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