Pretty much 100% agreed.
Could I add that raid is a dumb ability and should IMO be replaced with like... literally anything else that usf commander abilities have to offer?
It wouldn't be so bad if it wasn't in one of the most munition's heavy commanders in the game. I've toyed with the idea of using it with M20 early for cutoff harassment but generally speaking with M20 you'll want the armored skirts and just like that there goes all your early game Munis. :/ I suppose it could be reworked as a passive where all vehicles have a Soviet-like T70 recon/capture mode? |
IDK, most of the strafes have been nerfed to a reasonable point to where they aren't super lethal for their cost and are mostly used for area denial. IL2 no longer instawipes, P47 is fairly inaccurate, and Stuka CAS had it's damaged reduced, Sector Assault is more random than anything. I understand that it's frustrating because there is no indicator that you've been acquired but any further nerfs and they will be unusable. |
Only semi-related - but after the Tactical Support and Recon Company changes I feel like the Ostruppen Supply drop could maybe get a similar treatment. |
On second thought. Balance proposal for balance team - Goliath now gets shared veterancy.
Vet 1 - Reduced Fog of War Noise when moving
Vet 2 - Speed Boost
Vet 3 - Now gets Infantry Awareness Ability
Vet 4 - Additional Speed Boost, Now as Fast as 222
Vet 5 - Goliath is now Nuclear Bomb, You win the match!
Balanced yes? |
Wow. A logical thread that isn't just raging about a balance change, what a pleasant surprise lol. I think your suggestions are reasonable. I do agree that I&R are probably undercosted a bit for how much utility they offer while still being fairly effective combat units. I think 270 is a fair amount given their (presumably) worse combat performance vs. Airborne Pathfinders. People already try to spam Airborne Pathfinders - reducing their cost would be madness.
The Combat Group is a tricky question - comparing it to Airborne is hard because Airborne gives you the flexibility to call in separate units which has it's perks. In general I think shifting the Group's cost towards MP is a good idea - Recon is VERY munitions hungry where upgrading Paratroopers, affording Greyhound pintle, and other munitions uses etc. is hard and adjusting the cost would help that along with better reflecting the MP cost of the reason why people usually get the Combat group at first (the paratroopers). I would be wary of making the MP cost too high or else it'll be too hard to find into your build order again like the old version.
I don't think that necessarily means your need to change Airborne's Paratrooper cost - it just means that Recon's are slightly discounted in MP due to the inflexibility of the AT Gun bundle. I would also consider the fact that you have to spend MP to recrew the AT Gun- so there is some hidden cost there.
I'm also fine with Greyhound cost given it's limited window of dominance and highly specialized AI role. |
I don't know... I personally don't think if it went back to 60 damage if it would be OP. Even at 60 damage you rarely aren't going to be diving after full health light vehicles with it as a dedicated LV counter. Especially when you consider the tech revamp where it's so much easier to get AT gun or Stuart out for that purpose. When we're talking about heavier things like Puma or Luches when you factor in bounces and and misses the Greyhound is going to have a hard time even at 60 damage we're talking like what... 8 shots if it's at full health? I think for it's cost and timing it should scare off LVs a little better than it currently can. |
Also, I'm not entierly sure, but you can plant one of these on both doors in houses, preventing any squads from spawning inside - if they try to leave, then flare will wipe whole unit, because they clamped so hard.
This used to be the case but they fixed it a long time ago because it was super abusive. Now Flare mines are capped at killing 1 model regardless of clumping. Though it's worth pointing out that it's worth it to mine doorways if you know you're playing against infiltration squads or just in general because of how likely it is to get triggered. Flare mines are also pretty cost efficient since for 10 Munitions you can reduce a 4 man's squad DPS by 25% and give you an upper hand in engagements. Manpower bleed wise if the flare mine hits an elite squad the that can be 30 MP damage which is really good- especially considering that some Soviet commanders can tend to float Munis. Just start getting into the habit of plopping down mines as your are capping a point with Conscripts and the like. |
Since this thread got bumped... I noticed today that Recovery Sappers have a reinforce cost of 28 whereas vanilla Sappers are 26. Not sure if it's a bug per se' or just a weird balance oversight since I can see no reason for the cost differential. |
All this hate about AA lol. What would you rather have?
1. 1 click off-map "skill" planes that don't have a real counter and can wildly swing games in your favor
2. A very specific counter that requires your opponent to knowing build it ahead of time and may overperform in it's niche role at times.
The irony is double when this thread is here solely because people sometimes rage about Sector Assault's skill planes. The fact is that Centaur and moreso the M5 are rarely used for their AI means they HAVE to perform well as AA- because ain't nobody sinking 30 fuel and 100 Munitions into M5 upgrade for it's sweet sweet suppression lol Plus that investment comes as a vulnerable light vehicle so I'd say it's a fair trade to counter a 200~ Munitions loiter |
Slow heavy tank that has main gun equal to Cromwell (which is notorious for being on the meh side of tanks). It's fine when you consider you have to dump 160 fuel plus anvil cost in order to get it. The only thing it has going for it is it's high HP pool which is it's whole scktick - it's hard to finish off but it won't ever completely roll over you by itself. |