I dunno. Double BAR Riflemen are way, way more powerful than Flamer Riflemen, IMO. And yes, they are very expensive. |
First post here. I'm not a real fan of the critical effect just because it makes getting your own sniper the most viable counter to a British sniper, and I don't think that's good for gameplay.
Anyways, I'd like to see the 222 get buffed before any other changes are made (even if that means making it more expensive). It's illogically useless against infantry right now. |
Haven't read all the replies, but a (doctrinal?) 5x MP40 upgrade would be cool. StG44s would be way too much firepower to give to a 235MP squad.
OKW already has pretty good infantry with Obersoldaten, Panzerfusiliers, Jaegers, and Fallschirmjaegers anyways. |
I like the weapon racks. Having your soldiers suddenly pull out LMGs and Bazookas in the middle of a gunfight is silly. |
NVM Math fail |
I thought the best way to deal with the Flak gun would be to have to pay to unlock it (maybe 20-ish fuel and some manpower). So sort of like unlocking the Forward Retreat Point for the Med Truck.
I realized when I wrote this that I removed the IR Halftrack from the game. I just wasn't sure where to put it - it could probably go anywhere and the impact on balance would be minimal.
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So a lot of people really, really don't like the OKW tech structure (T1 medium tank, etc). So here's a kind of crazy idea to change it up that might fix a few problems. Please read it all before jumping to any conclusions.
A few initial changes:
- OKW starting fuel to 60 from 40.
- All three OKW tech buildings can be constructed at the beginning of the game. In other words, the Schwerer Panzer HQ no longer requires one of the other two buildings to be deployed before it can be constructed.
- Buildings no longer cost any fuel to construct.
- OKW trucks are now called in by the player at a cost of 200 manpower and 60 fuel each rather than being automatically dispatched every three minutes.
- No changes whatsoever to the HQ.
And then the OKW tech tree would be changed to something like the following:
Battlegroup HQ
By itself - LeIG
With one other building constructed - Obersoldaten/LeIG
With two other buildings constructed - Jagdpanzer IV/Obersoldaten/LeIG
Mechanized HQ
By itself - Flak Halftrack
With one other building constructed - Walking Stuka/Flak Halftrack
With two other buildings constructed - Panther tank/Walking Stuka/Flak Halftrack
Schwerer Panzer HQ
By itself - Puma
With one other building constructed - Panzer II Luchs/Puma
With two other buildings constructed - Panzer IV/Panzer II Luchs/Puma
The idea is that every OKW building would actually have three "tiers" worth of units, so to speak, that would be unlocked as additional buildings are constructed.
For example, a player who just has the Battlegroup Headquarters constructed would only be able to build the LeIG (in addition to their HQ units, obviously).
Now, if the player had both the Battlegroup and Mechanized Headquarters constructed (two buildings), they would unlock all the tier one and tier two units in those two buildings. That would mean that players would be able to build LeIGs, Obersoldaten squads, Flak Halftracks, and Walking Stukas.
Alternatively, if the OKW player opted to construct the Schwerer Panzer HQ instead of the Mechanized HQ (again, two buildings unlocking two tiers worth of units), they'd have access to LeIGs, Obersoldaten squads, Pumas, and Luchs tanks.
So then if a player opted to build the Mechanized and Schwerer Panzer HQs (but not the Battlegroup HQ), they'd have access to Flak Halftracks, Pumas, Luchs tanks, and Walking Stukas.
Having all three tech buildings up would give you access to every OKW unit.
Obviously there would be some issues if you could build the Flak Truck first (because of the gun locking down large amounts of territory) and I worry that OKW tanks would arrive too late, but this scheme would solve a few issues (like the Luchs arriving a bit too late and the Jagdpanzer IV arriving too early) and make OKW teching a bit more rational. Also, it's extremely flexible. |
Vehicle with 200+ pen arriving at 8th minute doesn't really seem balanced to me. Yeah, because giving it 200+ penetration is really going to affect balance when the best armoured vehicle around at the eighth minute mark is a Stuart. It already penetrates everything at the eighth minute mark.
The Jagdpanzer IV can already reliably penetrate mediums, so - again - this change would only affect its performance against heavies.
Also, @ people saying the Jagdpanzer is the best TD in the game. It is. But it had better be when it costs as much as two StuGs, which have a much greater damage output and are better against infantry. |
Then, instead of better penetration, why are you not asking for a damage increase? Which I find more appropriate. To not penetrate with a hit it's one thing, and ok, it's frustrating. But to penetrate - let's say - one shot out of three and do juuust a little damage it's even more frustrating. My 2 cents.
Damage increase would affect its performance vs. mediums too much. And besides, virtually every cannon in the game does 160 damage per-shot (Jackson does 200 and some of the really big guns do more), so I don't feel that needs to change. |
I'm not asking for the change because of realism, although I do think there should be a bit of consistency.
I thought this might be a good change because the Jagdpanzer IV isn't cost-effective vs. well-armoured vehicles like the IS-2, Churchill, and maybe the Comet (haven't seen enough fights with that vehicle yet to comment). Its performance against medium tanks is fine, but its damage output against heavies is mediocre since its saddled with merely average penetration.
Again, the Jagdpanzer is (effectively) 180 fuel and uses up 14 popcap. That's a lot to pay for a vehicle that can't fight infantry and lacks the penetration to be really cost-effective against heavies.
Yes, the Jagdpanzer IV is performing fine in the current patch. It's not bad. But boosting its penetration to match the gun on the Panther definitely isn't going to make it overpowered. Nobody's going around saying the Panther is overpowered - and that vehicle is much, much better than the Jagdpanzer IV.
The Cautious Movement vet ability is another issue and, for the record, I agree that a tank shouldn't be able to turn invisible in combat. |