Abandon needs to be changed so that its somewhat predictable and allows more counter-play.
Something like:
Immobilized + Death = Abandon
2 Heavy-Crits + Death = Abandon
Base territory + Death = Abandon
This makes most sense for game play sake and to provide a degree of realism as crews typically abandoned their vehicle only when it was immobilized or engine was on fire or damaged in which case they would try to escape bit of the vehicle was functional it would make more sense to try to drive to safety. |
Just one thing, all artillery comes with warning smoke unless there is one I'm not thinking of. The question is how long is delay because so many of the off map artillery, bombing runs and dive bombs have such a long delay that only a brain dead player won't have noticed it and started moving all his units away |
That's great info elchino7. So if I want to hit some infantry calling a point should i aim past them just like you did in the second picture strafe run? |
It can destroy stukas or panzerwerfers, thus it needs to come with a warning so you have a chance to dodge it.
I have been using this commander a lot lately in 1v1 and 2v2 and there is a few seconds of delay. Any more than that and all infantry would just soft retreat out of the area the ability would be worthless. It's still worse than Ostheer 's strafing and loiter call in's. |
I got wrecked by a triple PG schreck blob that not only was wasting my armor but also tearing up my conscripts. Would need to go back to replay to see how many of those deaths were direct hits by schreck but I didn't notice them dying like flies and I don't think it was just due to 6/12 models firing MP44's. Handheld AT should only be able to be used to target armor/light vehicles, emplacements and buildings since there are many documented examples of troops on both sides using hand held AT weapons to dislodge troops firing from buildings. |
It's a sucky off map compared to others of its kind and will as often as not miss infantry in its path. Thankfully the rest of the doctrine is very solid so I put it in my 1v1 line up from time to time. I would like to see it improved and then increase cost to 120-150 range |
I think all infantry should be penalized for firing on the move and in the open also. It's much harder to aim a gun standing up with no support than it is to be crouching and resting gun on a fence, rock, lay on the ground etc. now more elite infantry could have smaller penalties to reflect their training. This would promote tactical gameplay and reduce blob effectiveness as the best use of your infantry would be to find enemy then get to your optimal range depending on unit type and get into cover. If you ignore cover and just attack move and stand in open not only will you take more damage from the enemy bit you will also have a small accuracy penalty. This also wouldn't be hard to implement in the game code. |
Increase its health A little and lower MP as well as make it have one mortar and very vulnerable to tanks artillery and flames but almost impervious to small arms fire. |
eh? about no
That said i do believe that the okw aatrack needs a faster set up time and improved armour.
Yeah it's about worthless since it can't fire on move like US half track nor can it fire as soon as it stops moving; it has to wait a second. I'm not someone who thinks every faction should get something that's just as good as the other's but the OKW AA HT is so much worse and comes from a fuel poor faction to boot |
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