Giving increased accuracy wouldn't be as useful considering the relative penetration of Soviet Tank Destroyers. Against medium tanks and below? Yes it would help but of the more heavily armoured heavy tanks? I'd say no. Another thing is it would help out the T-34-76s considerable as it could effectively engage Axis medium tanks. (Excluding the Panther) With the buffed penetration it would be able to be on even ground with them, maybe even a greater advantage due to the T-34s rate of fire. One thing is this Mark Target change is not a nerf or buff per say but a redesign in a sense. I'd argue a buff more so considering the fact as it'd greatly help out stock Soviets with the heavier armour of german tanks. |
Hello gents, there was a topic on Mark Target a few weeks ago but rather than kicking it as that topic stated people offered some interesting changes to make Mark Target less frustrating and more player friendly (For both sides).
(I believe Thunderhun was the first to suggest the change with others adding onto it, don't quote me on that though.)
Currently Mark Target is a rather frustrating ability to see given that it has no counter play (Shooting down the plane doesn't stop the ability), it results in one less shot to kill for most tanks (medium tanks suffer greatly from this as one less shot is huge. Difference between escaping or exploding in a fireball), and is rather RNG dependent. You can get four penetrating shots in a row and destroy a Panther or nothing penetrates at all. It does reward flanking and overwhelming a target but this benefits mainly Call Ins units of Soviets due to their generally higher penetration and HP.
Instead of doing increased damage Mark Target would rather increase penetration of a target. Call Ins would benefit less of this considering their penetration but will help against the heaviest tank. The main bonus of this change however would be Soviet stock units. Suddenly T-34-76s can assuredly take on both Panzer 4 variants on equal terms. Two T-34-76s can hunt down a Panzer 4 without constantly bouncing shots. SU-85s and 76s will be able to penetrate King Tigers and Panthers reliably rather than let RNG take the reigns. This change would be more geared toward making a more consistent, less RNG gameplay. I do not know how much the increased penetration would be. Enough for Tank Destroyers to penetrate any German tank (Not all the time however) with Soviet medium tank being able to penetrate most German tanks consistently.
This would encourage more combined arms plays given a Soviet player can confidently deal with German tanks combined with this ability and not of a RNG battle.
Of course shooting down the plane will result in the effect wearing off. I'd suggest covering the Tank in smoke would also postpone the effect until it wears off but I think that might be too far. |
I believe a match between Paratroopers and Obers go either way from experience. Generally comes down to RNG and who ever is defending or behind cover. One thing that is great about Paratroopers is the cheap reinforcement cost at 28. Also, how are vanilla Obers bad? They perform like a 6 man Grenadier squad. Quite nice as you don't need to upgrade them to perform excellently.
For the Obers themselves I now think they are fine as it. The high reinforcement cost is due to the cheaper units OKW gets. Volksgrenadier, Sturmpioneers, Panzerfusiliers, etc. All have relative cheap cost for what they do. I recommend reading what Lemon posted earlier as he basically describes their performance well. |
(First time uploading a replay here but I thought I might have some fun with it heh)
The 7th Infantry Regiment had smashed through the weaken 9th Panzer Division defenses and threaten to encircle Army Group G which would result in the entire Southern Front to buckle and break. The Elite 8th Festung has been tasked to regroup with the tattered 54th Jager to pincer and destroy the threat. Little did they know that the 21st Guard of the Soviet Union launched a surprise attack in the East, cutting communications with German High Command keeping them unaware of their presence and intent. This results in a huge frecious battle between the Germans and the Americans with Soviets coming to aid their Western ally.
Quite a intense battle with Allies seemingly winning in 10 minutes before a German counterattack throws them back. Only German tenacity keeps them from the breaking point as the furious attacks from the Soviets and Americans come again and again. |
I do like Obers as a infantry counter but the reinforcement cost is rather high. Reducing it to 45 and less reinforce time would be pleasant. I'd like to see the passive suppression be turned into a ability similar to Rear Echelon of suppressing one squad or maybe a small area to punish a group of squads. That way OKW has to spend munitions to suppress one squad rather a passive suppression. On the rest of Obers veterancy is fine by me considering the price of them and the purchase of the LMG. |
If Rangers had Fire Up it should be like Oraah! Sprinting but no suppression resistance. I could maybe see Fire Up getting better with veterancy as they hit Vet 2 they receive less suppression from other units or something along those lines. (Not saying it should but again something around that) Seeing Rangers as a shock unit could work but I wish it be more interesting than a anti-everything squad. (Not really with Bazookas being soft counters to medium tanks and up) I mean LT is practically the same as Rangers with the exception of bazooka and sticky bomb. (LT with Thompson and 2 BARs is scary anti-infantry not to mention the two received accuracy bonuses LT gets with Veterancy) However, seeing UKF with Commandos being a behind enemy line units, I doubt Rangers will be like that now. |
But you have to recall that both Axis factions are weak in the early game as well. It is some what amusing to see an Allied faction become weak early game but stronger as time goes on just like the Axis factions. If that is true of British being weak early game, that is. |
That is what we want to avoid with Rangers, basically becoming Riflemen 2.0. Every unit should have its place and be effective, not entirely replacing another unit. Case and point was Dawn of War Dark Crusade where Imperial Guardsmen were replaced by Kasrkin late game as they could do anything Guardsmen could do but much more effectively. |
The more I see of UKF the more I fear for USF. When UKF drops I do dearly hope Relic brings some good changes to USF as UKF seems more and more appealing. Great scaling, effective mainline infantry squad, good through all game and have a multitude of interesting, effective units. But again this is all theory crafting so must wait till Sept 3rd.
Note: Any news on when they'll announce the Sept 3rd changes? |
I do find it odd how a 152mm shell does nothing to persuade a enemy tank but that's how balance works considering the infantry obliteration of the HE shell. I quite like it as is, given it's a interesting multi-role Assault gun that has versatility and range at the cost of switching shells and mobility. If anything I could see the HE doing crew stun at a higher chance but short span. Three seconds or below would do as that be enough time to slow down the enemy tank to a still giving the ISU a chance to reposition or fall back.
This also could extend to rewarding a more combined arms approach with ISU stunning enemy tanks so other units can get into position to take advantage of it. But again I find the ISU a good unit that has good strengths and weakness that can be countered by skilled play. (I'm glad for the shell switch give the sheer power of HE. There needs to be some counter play given the massive range and if a player is countering the ISU with the shell switch that's merely a good player using the ISU weakness.)
The main issue of the HE buff is that it would soft counter the hard counters to it. Not a bad thing but a bit much considering the range advantage the ISU has and destructive capabilities as well. |