Make Take Aim a vet 0 ability, give it camo like the raketen, with a bonus to penetration from camo. The camo ability should be restricted to yellow and green cover, as should the camo ability from the raketen. It's inane to have an AT gun cross an open field in "camo".
I do like Alex's suggestion to make the AP rounds free with a cooldown. |
Anyone any idea when the new patch is going live?
I'm getting pretty sick of outplaying someone in the early game and then feeling helpless and handicapped once the mid game arrives and the late game just finishes me off.
When oh when will the preview patch go live? It is just unbearable right now, I can't even play non balance preview mod USf anymore, I rather dig out my eyeballs with a rusty spoon than experience this worthless faction design and horrible faction viability that just redefines the spectrum 'handicap'.
I've been playing them a lot. They seem pretty decent in 1v1. I lost a bunch of games at the start of this patch but have gotten used to them. |
Tiger buff is welcomed... But now, will it have 45 to 50 Range on VET 2 or 45 to 55? Vet 0 45 range could be a good addition.... But 55 range after Vet 2 too much compared to other heavies... IS and KT should be looked at at this stage...
A Tiger with 55 range and only 19 pop cap will be lousy for 1v1 balance, particularly against USF. It will wipe USF at guns and have little to worry about with Jacksons. P47's were already not that great, considering that all you had to do was reverse, but with the recent nerf to P47 range this isn't good. |
How do you even duplicate this?
I would like to know for... research purposes.
Try switching factions while search is active, in this case, going from UKF to USF. Don't whine if you end up without any commanders. If that happens, call it a research in karma. |
I have something like that happen if I change faction during loading into game. Sometimes you end up with other faction, and sometimes you get no commanders. |
Yes, they stack.
But they're multiplicative, not additive, so it is base*1.05*1.05. Sometimes it's better, sometimes not. A +5% penetration bulletin on something with low penetration doesn't do much. If the chance to penetrate was low, like T34 with 80 penetration vs KT (roughly 25% chance of penetration), you could test for a long time to see the difference between 25% and 26.25%.
On the other hand, the increased penetration bulletin for the JT is hilarious. |
Having been playing the USF more and more, I finally got a Recon Commander to drop and after a couple games, I need to ask.
How do you play this commander?
I like the idea of forward observers helping my Jackson's, but the Path finders don't seem to do much to help my war effort since I don't ever float 900 MP for the call in, you need to be having a damn good game or not contribute anything to the fight for along time to amass that amount.
I haven't even called in the M8 greyhound, I felt like it was just going to slow me on my path to fast Stuart.
constructive input is appreciated
I added a Poll, just because I was wondering
Use Lemon's guide as the general guide. In general, stay away from the Paratrooper drop. It eats up a lot of pop cap. I could post a couple of wins in 2v2's from the last couple days in the replay section if you want. Overall, I didn't play that well but still well enough to win. In one of the games, I kept getting hit by a JP4 and Elefant, which lit up my armor but had to retreat from AT guns and infantry with bazookas.
Get one or two IR pathfinders. Use them for bullpudding.
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The vet 1 forward observer seems to work fine in ambient buildings but is barely noticeable in yellow or green cover. Is this a bug or working as intended? If it is working as intended, wouldn't it be better in terms of balance if this was replaced with either an upgrade like Panzerfusiliers or a sniper shot that costs muni's like the Brits did in COH1?
ps- the bonus for garrisoning works in fighting position and stacks with with mg bonus for some really long sight lines. |
Vet 0 REs without upgrades are the worst infantry in the game bar none, that's indisputable.
But a Vet 3 RE squad with a Bar/ lmg? That's another matter entirely. Astonishingly effective troops with a ridiculously cheap reinforce and purchase cost.
In an hour long game, regular infantry will cost 600mp in upkeep, vs 360mp in upkeep for the RE's, roughly speaking, so the cost difference keeps growing.
I've been experimenting with following Lemon's guide and having some success with it. If I go Rifle or Infantry then I get two or three rifles because of the upgrades (flamers or defensive stance) but if I go one of the other commanders I'll get more RE's. They do some damage and serve as a cheap meat shield for everything else. |
Stuka CAS loiter is batshit OP now. The loiter range is too much. I've had a couple games that we well under control until that came out. In once case, someone used it at the center VP on Kholodny Ferma. The plain "loitered" to my base and finished killing my Sherman. Along with the Sherman, it killed 3 squads and my ambulance, all at my base. Now if I think someone is going to get it, I'll get a lieutenant after the captain and get an AA halftrack. The only think okay about it is that it does seem vulnerable to it when in AA mode. I've tried the same with the Soviet quad and found the quad to not counter it as well.
The P47 has nowhere near the range, costs more, and doesn't target infantry. |