This would just create confusion. Units like the panther, puma, Soviet mini AT gun, and some other are primarily geared to AT, but do have some AI firepower. It would become rather unintuative if the UI gets changed like this.
Agree completely here too. But there is a solution here too. With those units I would give them sitchable ammo just like sherman but with different stats. Panther could be more tank oriented (rather powerful AT round capability, but to shoot at infantry it could get some really weak HE round). I'd prefer those units to have an ammo change button rather than stance button. Would again look much better to people not used to the fact that large guns explosions kill much less than you would expect. |
IMO it'd almost be more confusing that way, since generalist tanks would have a different natural state than TDs. Seems like unnecessary layers of depth added to the UI that would be even more confusing than learning which guns are effective against what. This would also imply that AT guns and TDs are garbage against structures for no other reason than that's how prioritize vehicles works. Of course, I'm not a new player so I might be biased as someone who already understands the game mechanics, but those are my thoughts on that one.
I agree here. I'm also with coh1 and coh2 from the beginning and I'm also completely used to that. Similarly to infantry small arms shooting at tanks. New people to that game might find it confusing, though, and sort of cheese to pretty extreme lengths. I even thought that AT guns and tank destroyers maybe shouldn't have the stance button at all. They should just attack armour. You could only manually show them to attack other targets and then they would attack them - a structure, for example, or even infantry. Of course, this would need to be adressed in unit description. |
Hi,
would it be possible to make TDs and AT guns start with attack vehicles as their default stance? I would prefer them to be automatically switched to attack vehicles mode after they are built or recrewed. I wouldn't like them to have any signature over them then (this would be their natural mode). They could get the signature above them if they were in the infantry killing mode (I understand this could be more difficult to code).
In my opinion, such changes would make the game more intuitive, especially for new players. It seems quite a shock to
them to learn that those big guns can't hit a fly but shoot like crazy at every target in their range dealing zero damage.
I understand that the subject might have been discussed before but can’t find any old thread here.
|
You can always make AT guns cost more pop and more mp to buy, but better in doing their job. So if the zis3 was for instance 400mp-450mp and more population and had better pen, damage and accuracy then it would be much harder to go double ATs but the one AT can still do its job nicely and a niche would open up for the Su76 for example or handheld AT in axis side.
I'd think that increasing penetration and price would be enough. Minimum 320mp for an at gun could be a step in a good direction. IMO they should cost no less than a tank they 100% penetrate manpowerwise. |
They aren't, and have never been. Double ATG is so good at fighting off medium tanks that I consider it one of the main reasons players go straight for a heavy instead, now that heavies are viable. It's so easy to make a small mistake and lose a medium to double ATGs, so players choose the reliability of heavy durability instead. The target size buff is meant to make mediums better against ATGs as well as TDs, so messing with the TD accuracy (which would also make them worse against all other vehicles and buildings) is not a solution for the intended goal here.
My 5 cents. It is because some at guns are too cheap and number of at solutions too easily accesible. Originally, after you invested too much in the at departament, you would get run over by infantry. Building 2 at guns would make you super vulnerable to infantry rushes. It can still be done to ostheer once they buy 2 320mp 4crew members paks (that is 640 manpower and fragile crews). Unfortunately, Soviet ZiS can effectively fend off infantry on its own and has 6 men crew making it harder to decrew it. Thus, players don't risk much if they build it as it can help them deal with its counters. US at gun is just 270 plus they can equip bazookas on everything, even without tech they have some bazookas option. Double raks also don't make you that manpower poor and now they got extra crewmember. There are penals with satchels and guards with free at rifles. Hoorah at grenade cons, and snares everywhere. On top of that there are tank destroyers. Such density of at solutions that don't cripple your anti infantry capabilities much, means that mediums will always be easily killed. The solution would be to make sure at guns are at least 320 manpower and ZiS with all its abilities should be even more expensive or just have crew reduced to 5 plus anty infantry barrage moved to vet 1. Players building at guns should always feel it in the infantry combat department. On top of that those cheap squads should have some reduced bazooka capabilities to make players actually use those elite squads for AT duties again making sure they can't have the best of both worlds at the same time. |
If i were the original poster and a troll i would be delighted how a small post and a poll has completely triggered people into a 10 page thread.
Also 69 (noice) votes for a total of 82% of people against doing anything on them.
It might be corona related |
I simply believe you're wrong, since your arguments are running in circle and you have not shown evidence of your, quite outrageous, claim.
It is not outrageous - it is very simple. Not every balance thread should be about dps. Not many people are used to that. There is a lot of evidence to prove what I'm writing about.
You are a naked man on the streets, screaming the sky is falling and are greatly surprised why no one else agrees with you.
I feel quite comfortably dressed tbh And I don't really feel that NO ONE ELSE agrees with me. I think that if you are not in "let's buff the allies club" this is what might happen. |
And you completely derailed it to the other side of the spectrum and just won't let go, despite LITERALLY EVERY SINGLE PERSON, including a very well known axis fanboi who spans dozens of posts in every thread that can nerf an allied unit have told BOTH of you that they are fine.
OP has already let it go, you should follow his example.
Or maybe You should just accept different points of view? I don't feel like derailing it. More like putting some sense into it, and drawing attention to a simple fact that CEs are in a faction that is on top at the moment, and ideas such as let's buff Soviet engies are just sheer nonsense. |
and there is the root of the problem. To you.
No to me - to many players who stopped choosing ostheer to play with as they are completely trash in comparison to, for example, Soviets. The cheapest in game engineer is one of those things that tip the balance. |
I don't play Ost until I get mobile defense back.
...and that's the definition of denial.
Hint: If CEs were a bit more expensive or pios were 170, maybe you wouldn't have to wait for mobile defense? |