I would say Fusiliers are probably still slightly too good even with not being able to pick up weapons off the ground. The issue to me is that I think they are slightly to cost effective against infantry that isn't fully upgraded. You need 2x Bar's on Rifles and 5-man + Brens to trade well. 7-man and SVT's are alright but get pretty outscaled once Fusi's hit Vet 3. I would make the G43 package 90 muni instead of 80 just to make it take a bit longer to fully upgrade all squads if you go 3-4 of them. |
My only issue with the KV-8 is maybe the cost but otherwise its does what its intended to do. It just maybe comes at bit late at times. |
Please remove the Elefant being able to have the spotting scope, a heavy tank destroyer like that shouldn't be able to spot for itself, especially when many things that were used against it in the past have been removed or nerfed. You should have to use another unit to spot for it. |
I haven't tested it yet but I am a bit worried about the G43 upgrade for Grens being the reincarnation of 5-man Grens just without the Rifle nade and free medkits, especially if they still have 2 weapon slots on top of the G43's. I would have liked to see the squad maybe receive a 3rd G43 and increase the cost to 60 maybe 65 munitions instead. G43's Grens should be be squishy imo because they are really good on the move. |
Read patch notes..... vickers K is made into UKF BAR, its not LMG anymore.
Still do Tommies really need 2x Bar's. They are probably the best mainline in the game combat wise so I could see this becoming a huge BAR blob problem just with UKF instead. |
Right now the biggest problem I see is the 6-man 50 cal call-in. Even though it's 9 pop cap its definitely too durable and only has a reinforce cost of 15 unless its decrewed. Personally I would make it essentially a 2 CP call-in version of the USF 50 cal. So 280 mp and 7 pop cap, 4 men instead. |
Personally I don't feel like the Vickers K needs to be able to fire on the move, Tommies with two Vickers K's before were already strong it just wasn't easily accessible because you needed Weapon Racks on top of the HT. I'll have to test the Raid Sections more to see if they are slightly too strong for their timing. Like I said earlier either take the Vickers K off the unit or make it so they can't fire on the move. If Vickers K are able to shoot on the move I would maybe limit them to one similar to the M1919. We don't really want a repeat of the Riflemen with 2x 1919's again. |
I wouldn't allow the Command Tiger ability to stack with the Tiger itself, instead of buffing the Tiger's Vet 2 I would have liked to see the Panzer Commander be purchasable on the Tiger instead. If the Fusiliers are getting buffed them absolutely have to have their 2nd weapon slot removed so they can only get the G43's and 6th man. Being able to pick up a Bar on that squad is far too powerful for a mainline infantry squad imo. Otherwise I am alright with most of the changes. |
Do you guys think taking the HEAT grenades off of Sappers and moving them to Tommies and then either having it unlock once you get the Platoon Command Post like how it is for Sappers now or maybe bundling the AT nade with the Mills Bomb and increasing the cost of the package to 150 mp 15 fuel would make Tommies to strong? Ideally the goal of this would be to reduce the reliance on AEC every game and allow people to rely on AT guns, snares, and mines to try and keep vehicles at bay while they try to rush Centaur or Cromwell. Could also potentially remove 50 mp off the AEC requisition to compensate for the increase to the grenade package since the AEC also got nerfed like the Puma. So it would be 330 mp 75 fuel 6 population total versus the Puma's 320 mp 70 fuel 7 population. |
For me OKW's biggest weakness is that you essentially have to choose between cost-effective healing and light vehicles/rocket artillery. The Flak HT is kind of a crutch at least in 1v1 because its the only option in the Battlegroup and it comes at a really good timing. If you go mechanized the issue is you have to spend munitions on medical supplies constantly delaying your infantry upgrades and restricting how often you can use grenades, mines, and snares which Volks need to win engagements against upgraded enemy mainlines (SVT/7-man Cons, 5-man Tommies, Bar/1919 Rifles etc). I think if you at least moved the medics to the HQ and made them cost what the previously were which I think was 150 mp 15 fuel you could go either tech and still at least have access to healing which would help Volks significantly. Maybe you rework tech costs so it costs like 100 mp 15 fuel for the Battlegroup plus the 70 mp 15 fuel for the sWs and then make it like 50 mp and 10 fuel to unlock access to the Flak HT and IRHT. Then allow OKW to buy a regular Ostheer P4 for 350 mp and 120 fuel and require the player to purchase skirts for 50 mp and 20 fuel similar to USF's bulldozers. That way OKW can snares quicker and have healing access regardless of if you go Mech or Battlegroup and it would also help with the P4 timing being slightly too late if you decide to go for a Luchs or Puma. Luchs could probably use a slight build time decrease (15-30 seconds) as well to compensate for Puma nerfs, while the Flak HT could probably have its build time delayed by 15 seconds to make it not as large of a crutch. Maybe a small buff for Volks like allowing them to have two weapon slots or making them 250 mp again. Probably shouldn't do anything with Obers at the moment. |