While I do agree there should be still some changes to Blitz & Smoke, letting Mark Target be the same is a poor reason for it.
X is debatably too powerful so Y should be to gets us nowhere and I'd be willing to give up things as both Axis & Allies to create a more even and fun game experience. The main issue I have with Mark Target is that makes any tank less than a heavy (Panther being the exception) get destroyed as one less shot is huge. Having no tools to counter Mark Target goes directly against the counter system Company of Heroes has. Blitz can be with engine damage & Smoke with Attack Ground. The only you thing can do with Mark Target is to retreat, a poor option and rather absurd.
Spending 80 munitions on a tank to get a near certain penetration I would gladly pay for as it will let medium tanks and below survive and give a buff to all Soviet stock tanks. Directly buffing light vehicles, Tank Destroyers, & medium tanks while helping against late Axis heavy armour. Reducing RNG in favor of a more consistent gameplay and less frustration on whoever the poor sod who had Mark Target on them. However, I do agree Command Panther Mark Target should be toned down as well in hand with Soviet Mark Target. Maybe be even completely different rather than copy paste but thats another discussion. |
But the new Mark Target with penetration buff would actually HELP Allies more.
Medium tanks would have a greater chance to pen while TDs would have near certain penetration.
There be more incentive to pay for a T-34-76 given you can combine Mark Target to combat a Panzer 4 or even Panther depending on how big the penetration buff is.
This means more consistent damage per minute rather than a roll of the dice with Mark Target.
Also OKW flak turrets were nerfed some time ago and MG pintle machine guns are a soft counter and rather finicky with air cover. There always should be some counter play with powerful abilities. |
Penetration increase would be the best idea as it'll help lighter vehicles (i.e. Medium tank) not get erased from the battle due to mark target. Not to mention it'll help Allies deal with heavier vehicles due to the increase penetration. Mostly the stock selection of Allied tanks for that matter will benefit giving more intensive to purchase them as well. Tis a good idea Thunderhun
Edit: Ah yes shooting down the plane should stop the ability, a bit annoying that is |
What if the Snipers RoF changed when fighting against a certain faction?
For example, in 1v1 when Wehrmacht is fighting USF, Sniper has a RoF decrease of *insert here* but against Soviets it stays the same.
In 2v2 and up if the factions are the same (i.e. Both OKW or USF) the Soviet sniper gets a RoF increase whilst the Wehrmacht gets a decrease in RoF respectively. (Such a thing of only USF in 3v3 and 4v4 I have yet to see)
Nothing fancy but it will help with USF and OKW.
Soviet sniper can inflict greater losses on OKW while Wehrmacht doesn't inflict horrendous losses on USF.
However! I do agree that the Wehrmacht sniper needs a recieved accuracy increase but keep the 82 hp. RNG should not win games but help instead. |
Oh I say this quite excites me so! Oooooooooo this is quite jolly indeed! I fear the US will step aside for a time when the Brits coming! |
You can order your troops to target the tank with the attack order gent, your AT equipped soldiers will attack the tank while your AI soldier attack the crew. (Crewman also take extra damage while repairing too)
Given the fact that all US medium tanks need at least 3 crew men to operate the vehicle, taking two crew out will mean a free or destroyed tank.
Of course getting out mid combat against high damage Axis troops and repairing is extremely risky and care must be of the utmost to repair and escape. A tiny slip up will mean either a burning wreck or captured Allied tank.
I do like the vehicle crews of the US, it goes with the theme of mobility but Critical Repair should be increased to 30 munitions. Other than the bug, its fine. |
I can see that, the increase of MP for certain Wehrmacht units. After all, they are meant to represent a better trained and equipped army so increasing MP for their performance would work and make sense compared to the cheaper Allied counterparts. No balance changes and be acceptable due to the increase cost. |
Hello gents! The Artillery Officer has a trouble of earning veterancy, given being designed around supporting troops and leading the charge will ultimately leading the Office to lose more than his cap.
Not to mention his squad not being combat effect either. This results in the Officer not being able to "upgrade" his abilities through veterancy, making his abilities, while still great, lose some effectiveness as enemy units gain veterancy and become more resilient.
I'd suggest that to help him earn veterancy at a faster he can earn it through some different ways.
One suggestion I thought of was that when nearby allied units (only the owning player) are under the effect of Concentrated Fire kill a enemy unit or model, portion of the XP goes to the Officer.
Reasoning of only under Concentrated Fire is not to let him just rapidly earn veterancy for being there but earn it when he orders his troops. It also makes the German player decide to use either the Officer abilities more frequently as to gain better abilities or on upgrades, mines, etc.
This helps make him and his squad more useful as the game goes on and become a more effective force multiplier. |
The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement.
Edit: Oh bloody hell, double post, I say I feel rather foolish. |
The OKW Puma disables the turret of enemy tanks with vet 1 so I would assume it be possible and not to difficult to implement. |