There's a reason why M3 is considered best vs OKW and not really built vs OKH. OKH Grens have faust from minute 0, and a single misplay can end up with a dead M3. Alternatively, if you can't manage to get fausts off, you can try building an early teller and baiting the M3. The MG42 is also quite capable if shooting at an M3 with either sustained fire or a quick burst of incendiary.
Meanwhile, OKW just has to sit there and take the abuse. No min 0 MG34, no min 0 fausts. The only advantage they might hold over OKH vs the M3 is the cheaper mine and the raketen. However, early AT gun really hurts your infantry presence. I'm sure even if Pak40 was in T0 you still wouldn't build it vs M3. OKH has it way better, and has plenty of valid options as-is to counter the M3. |
Perhaps make Pyro arty call-in just drop normal arty flares? Not the special snowflake flare? No lengthy throw animation, can be 35 range without looking silly, and in-line with similar artillery spotters, like Pathfinder or Major.
Also, for the idea of smoke, what about giving Sappers WP smoke grenades? Garrison clear and smoke, you just can't walk through it without dying unlike normal smoke. Personally, I'd rather see that than an HEAT grenade (didn't exist IRL AFAIK) and give Infantry Sections a button vehicle ability that requires brens. |
Other veterancy gains were instant, massive exp, so you had vet 2-3 squad in a matter of singular click.
Hardly the same thing.
I think he was referring to the British Tank Commander +10% passive vet gain that was removed. |
Okay, so the log wasn't as helpful as I remembered. What changes did you make to the races/commanders? |
There should be a log that tells you exactly why the game crashed. If you look around the game folders for a crash log, we may be able to help.
I'm not home right now, so the exact location of the crash log eludes me. Once I get home later I can point you in the right direction if you still can't find it. |
The healing on the commissar is so good. I don't understand why anyone would rather use an FRP. For 10 manpower more than the mandatory base medics, you get superior healing, fear propaganda, high explosive grenades, and a decent combat unit. |
I do have to point that if UKF need recon they have a number of tools like pyrotechnic 40.25 sight to 50.25 when vet 1 in cover (same as recon squad), tank commander sight 45, a number of recon planes from air landing officer, command vehicle, FOP and arty flairs.
Oh, oopsies. I didn't know about the pyro sight boost or the vet 1. I forgot about Tank Commander sight because I only really remembered it improved the awful accuracy slightly. As for the other options, they are doctrinal, and I was trying to avoid those.
Thanks for the correction though. |
I support this change, however the crawling aspect is unnecessary; an easier implementation would be to extend the flare range to 35m. It’s fine as it isn’t really a grenade, and there is enough time for counter-play before the 25-prd shells fall.
I just think that having a soldier lob something further than the range of a riflenade looks rather silly. The sneaky beaky crawl would also allow Brits to have some sort of non-doc recon, however clunky it is, sorta like how OKW does raketenwerfer recon. Soviet has flares, Ostheer has Pioneer sight, USF has Major recon, and OKW has IR HT/raketen cheese. UKF is the only faction without some sort of recon.
EDIT: Forgot to quote AtomicRockets |
2vs2 perspective too:
But I think core soviet cheese T-70, also vet 3 sight combined with most soviet doctrines make them strong. things like mark target and t-34/85, IS-2 or KV-2 in most doctrines WITH guards, USF or brits don't have such options of such good doctrine mix. Especially when soviets have every tool good sniper, snare,mortar, non doc elite inf, flamers, rocket arty, mines, smoke, light tank......
I'd like to point out you must mean ISU-152 and KV-1. I'd love to see Guards + IS-2 or KV-2, but those don't exist right now. KV-1 is very easily countered, and ISU-152 hardly sees any play outside of team games because of how late and expensive it is. These doctrines are strong and meta anyway, because Guards are strong and meta, not because it has Mark Target + T-34/85 or ISU-152. Without Guards, many of these strats would fall face-flat in the early-mid game when those powerful options haven't got a chance to come online. It's the Guards that are the problem IMO.
I dislike how Guards and Penals are designed, and if it were up to me, have Penals have Mosins and act like Osttruppen while Guards inherit the SVTs but lose their ability to have both LMG + AT rifle. By making Guards choose 1 or the other, they become less of a no-brainer unit and also delays their shock value slightly while still being powerful. |
Make Pyrotechnic Flare free, and put it behind a player-wide cooldown to prevent spammed usage by multiple squads. Give the upgraded squad a toggle ability to semi-stealthily crawl (revealed at range 20-25?) so as they don't get pinned by unscreened MGs before throwing the flare. The beauty of it is that there are already in-game assets for such an implementation because of the cut Recon Infantry Sections had the crawl ability (There might also be unused voicelines for the sneaky beaky, but I'm not sure).
Sniper's arty flare can still cost muni since it doesn't require an upgrade, but a cost reduction would also be welcome.
Another interesting idea is to add a Victor Target to the ability that would also cause Sextons or Mortar Pits on the field and in-range to barrage the area as well. However, the ability itself should remain free or low-cost, so instead, the upgrade for Infantry Sections itself should be increased if the Victor Target is to be added.
I think this is the most elegant way to tackle Brit indirect fire without adding any new units. It also solves Brit muni starvation. |