He is doing shadow boxing and feels superior and happy that he is right.
"I'm playing hard with this difficult and bad faction!"
Wehraboo's ideas are really simple
but i agree KV-8 need nerf(HP 960 -> 800)
No its simply the damage vs AT-guns that is too much. Allied close range AI tanks like KV8 and 105mm need a health pool because they eat heavy damage from the common Shrek blobs frontally in addition to the damage of other AT weapons. Infantry killing should be their role, they shouldn't be owned by it. If all infantry held At weapons would be flanking weapons (vs medium tanks and up), then you could lower their health or/and tone down their damage. I'm instantly in for that. Imo Shrek and the Super Bazooka variant for elite units need a serious penetration nerf. |
What is even worse than Brummbar inspite of beeing doctrinal and filling nearly the exact same role? Yes, the Sherman 105mm. For me it is out of question to buff a non-doctrinal unit that buffs a whole faction while leaving the doctrinal one behind that buffs only one commander. I bet some people around here never thought about the 105mm. Just play all factions, it helps a lot... |
Dude it's like a b4 shot for 45 muni lmao. It's amazing calm down.
Come on, lets keep it realistic somehow
This guy wants to discuss the ability so give some serious info about performance please. Haven't tried it myself. Range 40 doesn't seem to be too short, not sure about the aimtime. Have to test it in time.
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Indeed, thanks for bringing it to our attention back then.
Adjusting their weapons (to Lee Enfields as the only alternative) to let them spawn at 5 models creates problems with the elite Brens, as that would increase their far range DPS which is already really good with Brens. And adjusting elite Brens to compensate would in turn mess with the DPS of the other Commandos squads.
So, Infiltration Commandos are now planned to simply get a cost reduction from 380 manpower (+70mp to reinforce) to ~300ish manpower (+70mp to reinforce) so that the total cost of a squad becomes ~370mp, which should match their performance a lot better. Should be included in the next follow-up balance patch.
Sounds good and balanced, thx for listening |
The dev team confirmed to address this problem already as I posted this a month ago. It was too late to integrate it in the september patch, but will be in the next one. I'm not entirely sure if they plan to change something about model count or the initial weaponry (another user suggested to bring them to 5 five men, equip them with weaker starting weaponry and give them a free sten upgrade) or just want to adjust their cost.
Edit: Seems not possible to give them other weaponry, so a cost reduction will be the most probable version. |
I wouldn't mind if all this abilities would have an area of effect instead of beeing global, if you adjust their cost accordingly. Although I don't think any of these three abilities is a game breaker.
You have to take their timing into account (CtC and VA has 4 CP requirement, FMR has 6 CP requirement).
CtC and VA are much more suited for early aggression as FMR. FMR buffs Shocks and AT bomb penals at the point of the game when many squads run around armed with long range upgraded weaponry. Its an ability to minimize your casualties when advancing at enemy firing positions or to pull off a quick flank. You have to smoke those MGs in addition of course or you won't get far.
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Scotts are absolutely in a fine spot at T4, so are Katiusha and Panzerwerfer. It is the walking stuka that is in a wrong spot for 2vs2 and up. It should come way later, have more consistent damage over a wider area, less instant wiping (especially vs team weapons), more scatter on max range and more damage vs emplacements (at this aspect it really sucks hard).
It always bothered me that land mattress is coming way later in team games but is hardcountered by walking stuka, because of beeing a team weapon with a very long fire cycle. Just a very easy target that never will vet up, if there is a walking stuka around. Fire once then repair and recrew... |
To be honest, the reason is simply that the list of changes is huge, and a lot longer than originally intended, and no one brought it up so it just got overlooked. Changing their deployment cost seems fair. Can't promise to get it in this patch (as it's already quite convoluted) but perhaps it can be changed in one of the follow up patches or the next big one.
Oh that was a prompt answer. And it sounds promising. Thx ;-) |
Very cautious changes in the last patch preview. Seems they get close to release.
A little bit disappointed that Infiltration Commandos still get overlooked, while other infiltration troops get some care (Partisans, Falls...). Please adjust their MP value. 440 MP for the full five men is just too much. No other elite unit comes close to that. That includes Commandos themselves on other doctrines where they are called for 350 MP with a glider or are buildable for 350 MP in the HQ Glider. Adjusting the cost is a very simple change. What is the reason for not doing it?
Advanced Emplacement Regiment should be changed completely. You will never balance brit emplacements as long as this commander exists. Either emplacements will be okay without it and op with it or emplacements will be up without it and okay with it. Both scenarios are pretty bad...
Just change him in a defensive commander with no emplacement buffs but some sort of defensive tools like Hull down for tanks. The repair of the Forward assembly could be for vehicles only. You could add in the land mattress which would fit too and is only in one other commander right now. That way the mattress could see some more action. |
Also t2+ cons means using cons and maxims we all know how fantastic a combo that makes...
Can't shoot and can't suppress team up one more time in "pay the same as them but get much worse units the prequel"
You summed it up perfectly. Better than I could have
Even with 10 fuel T2 building reduction you'll see the penal builds. Its not the fuel, its about the performance of the units in T2 in comparison to T1. |