The lovely thing about okw and the KT is toy don't HAVE to rely on Sturm pios. One of the building you HAVE to build to get the KT can upgrade to "self" repair not just the KT but all your armour! And your allies too! You can lose your pios in the first engagement, never replace them and still be able to keep your armour alive. Being able to combine the exceptional repair rate of sturms, the pop free heals of mech and self repair would be dreadfully awful design.
I don't agree. When the engine is crippled (very easy with KT due to its slow speed, acceleration, etc) it is really difficult to back up for repairs. Allies have many more options. Think about manpower economy. This is what makes KT bad, not its stats. |
You need to use a past unreal conditional to describe alternative possibilities in the past.
So the allies "could have bought" a sweeper, but did not. They "could have shot" the mines from afar, but did not. They "could have bombed" them accidentally, but did not.
thank U but seriously... |
yeah, good luck coordinating every single mortar attack with up to three (random) teammates.
I'd make it a bit more lethal. Not to make it overboard. It seems that attackers are often blindly walking into barrages and wipe squads overusing this no damage possibility. They should be a little bit more punished for it. |
As an Elefant 2vs2 players, I have seen too many players trying to move their T34/76mm into my flank to ram + IL2 bombing.
So the best way to counter this ( for me ) is to lay Riegel 43 mine around the flank and in front of the elefant: Allies usually will try to use ISU or swarm of tanks to all in against elefant, which in my case my vet 3 halftrack + spotting scope already let me know the incoming danger + Pak gun and PG with Shreck stay behind the elefant in case some lucky tank managed to get across
Usually when their tanks get immobilized I will just throw in a couple of bm so they rage quit
But yeah when you play 2vs2 and 100% use elefant like me, you will learn to love the Halftrack vet 3 + spotting scope + Riegel mine: When their tank stop dead in the track and the big " uh - oh, am I gonna lost the tank? " + bm start happening, Allies might lose their cool
They can just buy a sweeper for a 170 manpower engie, shoot mines from afar, done. They can also just arty/katy them accidentally. It can be pulled off (with mines) but basically it is almost always a mistake on the allied side. Regular mines cripple engines too and are much cheaper and don't require the doc. Those mines are nowhere near those soviet combos of guards snare, mark target, ram plus planes (alternatively hoorah plus snare, penal satchel, etc.) I'm not saying that those combos shouldn't exist. They are just so much more powerful. |
this would make a lot of sense from a realism perspective, but i'm afraid it would open the door to a lot more and easier teamkilling and related shenanigans... not sure this would be worth the price for a bit more immersion
I agree to some extend with the fact that some risks are involved when introducing it. But the current damage modifier is just too generous for the owner of the ability. I feel that changing it a bit towards more damage for the friendly unit staying inside the barrage/mortar/grenade aoe would be fine. Would introduce some more intended imo game dynamics. |
With changes or without them a great piece of work - again |
Wtf are you ranting about? Ost infantry scales just fine.
Ur always that polite?
I don't think it does unless 5 men gren doctrine is used. They have trouble recrewing stuff, which is incredibly important after indirect damage sources come to play. Losing a pak when cons are nearby to recrew everything means gg. The same won't happen to allies. They will just pocket all there is to be recrewed. Only this is enough to have balance problems. |
So based on UTT are we also planning to buff sov T1, because it was never played, or buff USF because they were picked once in a blue moon and lost every match?
Meta is different in different gamemodes. Something that's amazing in 1v1 may not be that good in 2v2, 3v3, 4v4. How often do you see ISU152 or Elefant doc in 1v1? I just don't think it is possible to make all teching paths equally effective across all gamemodes.
U are right but it is important to remember that axis is OP |
Yeah, I don't get it either. VSL Grenadiers were not even popular until a few weeks ago even though nothing about them has changed. They are a bit better than regular Grenadiers but that's not enough to pick this doctrine in 2v2 where you need to be able to counter Allied late-game. They are not even close to being good enough to be "crutched upon" either.
Well. Some (good) players may believe that there simply may not be lategame due to poor ost infantry scaling. |
first of all mortar shells should do proper damage to friendly units
Not only mortar shells - all artillery/grenades should do the same. |