Ye fuck rifles and their snare, better leave your vehicles Alone at the front, and complain in forums about getting bumrushed D:
Smoke and flank, keep you rifles everywhere and blablabla. Theorizing of the games never was that simple |
I hope you aren't serious about Bazookas.
IMO, 6-8 zooks are much better at scaring away German armor then Jacksons. At least, infantry has much better chances to survive after someone sneezing on them |
M8A1 Scott needs a major buff no doubt about that,
Major arty needs fixing,
and the Recon doc para's are overpriced and under-performing! I guess M8 is not viable because USF simply have no adequate tools to defend it against Panther. When panther rushes for it, you cannot scare it with Jackson. More likely, panther will hunt down Jackson. And then blitz away with it |
Look, I understand it is your personal crusade to shut down my thread by repeating what you say 3+ times, but I'm going to have to ask you to stop. Seriously, one more repeat, and I will simply report for spam. But anyways, the panzerfaust is mainly used so that a vehicle cannot chase down a fragile unit like the KCH, and the medkit is the same thing as bringing them to a medical bunker. They still cost munitions like most other abilities. With you considering KCH as "terminators", I question your logic. I've actually tested them out through attribute editor, and found out how fragile they are. With you saying that this commander sounds as balanced as the USF with flamers/ m1919/ rangers/ calliope/ pershing, I start to question your sanity. Any more comments about the railway artillery will be happily accepted in it's separate thread which you can find next to the ability on the main post. Now either be reasonable, or do not come back to this thread.
Thank you, have a nice day.
~Kar
My personal crusade is to live in harmony with my brain and soul, so please, don't overestimate meaning of your thread.
My point is: adding units of that kind is a dead end idea. You may made them 100mp and give a lmg to every model, or increase price to 130 mp for 200 hp per model. All these ideas are as crazy as idea to balance any unit with 40+ mp reinforce cost. They are not and never will be balanced. With AT snare and medkit they will become the same knights as I described in my first post. You cannot give a single unit huge dps, survivability, and ability for every life situation by just increasing its price. Because such units will encourage abusive play.
Regarding Artillery, I just have to repeat same words again and again, because you refuse to understand what I am trying to tell you. You just keep answering only parts of my messages, and now, with no arguments left you are trying to blame me,while using words such as "report" and "insanity". Good luck, hope Relics are sane enough to not take your ideas serious |
Air Superiority was Large damage over a large area. New Railway Artillery is Large damage (4000-600 Damage) in one small concentrated area, with light damage (79 Damage) on the outskirts.
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In other news, I finally figured out the stats of the Knight's Cross Holders after awhile of experimenting with the attribute editor.
- 3 Man Squad
- Squad costs 400 manpower
- Model reinforcement cost is 90 manpower
- 90 Health Per Model
- Armed with STG-44s which deal 6.5 damage per bullet.
- Accuracy is 0.55 at long, 0.75 at medium, and 0.85 at close.
- Maximum range is 35
- Has 4 abilities: Sprint, Medical Kit (Self Heal; Not the Grenadier medkit; Vet 1 Unlock), Panzerfaust, and Assault (Squad breaks suppression, and sprints up to have each model throw a grenade, very similar to 'Grenade Assault')
- Has 68% received suppression
- Has 68% received accuracy
- Vet 1: Unlocks Medical Kit
- Vet 2: -12% received accuracy & suppression (0.68*0.88=about 60%)
- Vet 3: +12% weapon accuracy (Far: 61.6% Medium: 84% and Close: 95.2%); -50% Ability Costs.
If I missed anything, please tell me.
AS area wasn't nerfed, actually it's DAMAGE was nerfed. I repeat: Nobody was satisfied with brits trading 325 muni for OKW truck (even when they were suck). Concept of uncounterable one-click denials for any kind of stuff is a dead end for strategy games.
AT snare and medkit on such powerful AI unit is an overkill.
In conclusion, main idea of the doctrine: terminators with best AI dps and AT snare , tiger and nuclear strike. All in one commander. Sounds as balanced as USF with Flamers/M1919/Rangers/Calliope/Pershing |
The JP4 is a lighter vehicle intended for mobile recon, therefore it gets better camouflage JP4 is a tank destroyer intended for ambushing and destroying tanks, not for recon. Its current camouflage can be abused for avoiding shots |
Plenty of time to avoid, plenty of time to prepare. 1 emplacement, or 1 random ambient building lost, but they lost 325 munitions. It will be a trade-off.
Now we can continue repeating this over, and over, and over again if you please.
this is exact description of Air Superiority. And yes,I can assume it is OP for the same reason why AS was OP. Nobody was satisfied with brits trading 325 muni for OKW truck (even when they were suck). Concept of uncounterable one-click denials for any kind of stuff is a dead end for strategy games |
Knight's Cross Holders should cost enough (400 MP, 85 MP Reinforce per model), and be limited enough (3 Man Squad) to not be an over-powered one squad army, but will need both AI and AT support to perform in their truly excellent form. That, in my opinion, fits in with how Wehrmacht-Ostheer has the best combined arms tactics in the game.
The red zone (4000 Damage), which is where emplacements are immediately destroyed, is small enough to fit only 1 emplacement, and the yellow zone (500 Damage) would only heavily damage the ones surrounding it, not completely destroying them. Depending on the units that you have on the field, the rest should be able to be repaired and recovered quickly, unless there is a battalion of enemy tanks waiting nearby.
Again. It will be either OP or UP. Without any excuses. Superexpensive superunit design was tried already. The reason why they don't exist - is in abusive tactics which rely on heavy use of expensive, but easy to control (due to small number of squads and overall effectiveness) units and abilities.
Again. One-shot building abilities were successively nerfed/reworked relatively soon after their introduction. Because "expensive and unforgiving" design is what lead game to devolution of tactic (see above) |
Well, how do you normally counter AT, and AI? That should be the same counters for these units. It's not like they can camouflage, and even if you manage to kill 2/3 men while the last one retreats, it's still 170 manpower to reinforce 2 of them. As for the railway artillery, it gives plenty of time to move out of the way, so the only effected units should be static ones. It's more of a breakthrough ability, that it is artillery. In my opinion, it encourages to not build emplacements close to each other, therefore less sim cities.
Normally, I attack in front using smoke to cut paks and mgs (as for allies, I usually play USF). To counter these guys, there should be also rifles in 1:1 proportion backed up with HMG or Stuart. And this is only to counter Knights with Paks. But later there would be tanks and situation will become silly, because:
Ost Knights > USF Infantry
Ost Tanks >> USF Cardboard
I am always against an superexpensive super units, because they are nearly impossible to balance - they will either suck or punish almost everything (any infantry count as well) for little effort.
Air Superiority was nerfed because it had a great CHANCE to destroy single full HP OKW truck. USF artillery barrage was reworked for almost the same reason. I guess, artillery that is able to destroy several full hp braced emplacements which cost mp and fuel would be nerfed before these two, if it ever existed. |
If you haven't noticed, Knight's Cross Holders are the exact opposite of a panther. They have massive AI abilities, yet very limited AT abilities; Therefore, they should be easy to counter by the time that they are available. Try using armor of any kind, and it should do a good deal of damage to the squad if not wiping them.
So, you really think that these guys will attack enemy WITHOUT AT in their backs? There was a reason why ubers were nerfed. I already mentioned in my previous post how it is hard to counter such units. On paper, quad guns, light vehicles and tanks should work. But in reality, double paks will limit opportunities to heavy micro-games, where my micromanagement will have to struggle against your A-move. Adding another pre-ubers will not do any good. Same for railroad artillery - it is literally good old "Air Superiority". Game should encourage innovative tactics, combined arms and mechanical skills. How terminators and nuclear artillery going to do this - I don't know |