That Sounds like an excuse for me!
This forum has 10000 members.
And 1.6 million people bought the game. 10,000 members ain't even 1% of that. And surely not all of that 10,000 read and post on this forum very frequently. |
Officers don't need to result in blobs; they could have their effect within sectors and not in a circular radius.
The right bonuses could be the ticket too. An accuracy bonus only at close-range wouldn't lead to blobs (for the love of God, if it's only affecting the player's units) if the infantry to take advantage of it wouldn't be able to survive long enough to get close by mindlessly running in. A speed bonus might not lead to blobs too - it did in OF because British infantry moved like turtles once attacking territory so you were going to blob them around a Lieutenant to avoid that. Without such a penalty, the sole advantage of speed bonuses are for the microing-gameplay we seek. |
90mm with HVAP has comparable armor penetration to 17 pounder with APDS, while being more accurate at long ranges and more destructive after penetration. I would probably make the case that the 90mm was the heaviest AT gun, but they were both good.
Relic does whatever it pleases with this stuff tho, so the 17 pounder will probably have 2 million penetration for some reason
Penetration value should be coded as "Fuck your armour." |
Encirclement is flanking ON DRUGS. |
How the hell do you flank from 4 directions lmao
When your enemy is an idiot. |
i don't know how you flank a kubel unless there's a los blocker between your squad and the kubel. it'll still get out in time unless you have an AT nade or the pathing fucks up.
You surround it with three units.
That's about it, my own use tells me Kubel is still a very good unit with care and micro. |
Volksgrenadiers didn't use a lot of automatic weapons IRL and they don't necessarily have to have automatic weapons ingame.
Actually, they were supposed to. The idea was to compensate for the flagging manpower with a higher proportion of automatic weapons.
...how often it was actually achieved is of course very dubious considering the Germans ever-worsening supply issues. |
Negative.
I hate my memory
The point remains, animations aren't the issue/limiting factor.
Well they are to modders unless they want their units to be shooting with invisible guns. |
Ahem. I should point out that this is simply not true. The only weapon Volksgrenadiers can use are the slot weapons, Kar98k, and Panzerfaust.
There are files that dictate what weapon a unit can use, which currently cannot be edited in the current mod tools. Weapon classification does not mean anything. MP44 and BAR use the same animations, surely you haven't found the latter to be unusuable by Volksgrenadiers?
Wehrmacht G43s can be dropped though, right? I'd be pretty sure Relic would have allowed anything that can pick up weapons to be able to use all of said droppable weapons. |
I didn't say it was "out of place", I just don't think it is necessary.
2 StGs for 90MU...yeah, as if anyone would buy that.
I'd prefer a simple damage buff for their Kar98s.
60-70 ammo for a damage buff to 14 would be OK I think. This upgrade can be purchased when T1 and T2 has been built. If you go for T1/T2 --> T4 you can get Obers. An AI upgrade for Volks isn't needed then IMO.
Right now, Volks Kars deal 8 damage per hit = 10 hits to kill a model. 14 damage = 6 hits to kill one model.
For comparison: Cons rifles deal 16 damage per hit = 5 hits to kill one model. Same goes for Grens. M1 Garands deal 8 damage per hit.
Actually, Volks do 10 damage per hit. |