It doesn't come out later at all in relation to every other factions tech. It actually take less fuel to reach soviet T4 then ostheer T3. Stop acting like the changes delayed soviet medium armor more then other factions, because they didn't.
sov T4 = 165/175
wher T3 = 175
usf Major = 155/165
What are you talking about? Before the tier change the russian T4 cost 120 fuel (with t2, 2 buildings) to tech in total. Now it's about 175 fuel with 3 buildings minimum. |
They haven't changed it for a long time now. It was fine until the Panzerwerfer got buffed, now it suddenly underperforms.
It doesn't underperform suddenly. It's in a bad spot since the change of russian tier system. Now, it comes out later and is about 55 fuel more expensive to tech. In the past, rushing a katyusha was a good counter against blobs due to it's cost effiency and early arrival. |
Your suggestions would make Ostheer absurdly OP(even without doctrine) in any game that is not a 1vs1. |
Yes, manpower should be lower for a tank which comes out at a time when it's already outdated. |
Just tested....All it takes is a simple change from that DancinGuard Squad AI to a normal AI like riflemens..and the LT/cpt act normally with no dancing.
That's just too easy for lelic! Better just give them major buffs to compensate. |
Decrease rocket damage and add 2 additional rockets to each salvo. |
It's the weird behaviour of squads who spawn with diffrent types of weapons. PTRS and DP28, Bar and Thompson, Zook and Thompson, etc.
But why do Shocks act the same? |
Today I played a game where Rifles auto-seeking cover won me an engagement. I came to conclusion that it can be useful, especially when unit is going to be suppressed and the cover isn't trustworthy (Opel trucks, which are usually angled, make squads suppressed after several seconds).
My suggestion: leave auto-seeking on AI units, remove it from AT units (including Guards)
So, units which do something else, for the order they actually received is fine? Do you know any other RTS games which contain that logic? |
So red, when you press "S" to stop them, is the captains unit priority vehicles or infantry or whatever is closer? What if there are axis troopers around let say a puma/scout car/kubel.
Will the cap shoot the light vehicle or the axis troops?
The nearest unit ofc (which happens to be the infantry mostly). Hitting vehicles is very hard, since they move around and you are often fighting them on max distance. So, once they are out of range the Captain will give chase and you have him on the move again...
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This is a bug which happens ironically only with allied units and relic won't fix it because of the lack of tears - but enough of fanboyism.... so, what have you found?
It appears to be an issue with ai behaviour and it's not just the Captain and Lieutenant who suffer from it. Guards and Shock have the same or similiar problems. Since Relic cares a fuck about this bug ("no! it's a feature!") which exists since release(!), the only workaround is to order "Stop" (bug only appears when units are moving) before assigning the target.
There are also problems with stances in case of Assault engineers (USF) and Sappers which hit the dirt if they are ordered to attack a unit, even if it's standing right infront of them. |