Yeh I think comet needs either a AI or AT buff (but not both).
AI buff so it is more versatile or AT buff so it doesnt get stomped into dust by any tank who has more AT power than p4 anymore.
Right now the comet just sucks hard vs Infantry, Panthers and JP4 so it's not worth the investment. |
Somehow I didnt have a sync error in weeks. And I used to get them all the time |
I personally think that penals behind cover can deal with blobs a lot more efficiently than maxims, in case the blobber isnt a complete moron and walks head first into the maxim every time. |
Why did you add the heavy tank changes at the end since they have nothing to do with the last patch, so they're not a hotfix? If it was not just about last patch, there is a list of things that should be changed first before the heavy tank stuff IMO
Oh and I disagree with the USF points. Assault engineers might be a bit too powerful in 1v1 (dunno), but in 2v2 and upwards they are still doo-doo trash especially vs OKW. It only makes sense to get 1 squad for flamer on urban maps maybe but that's it.
Same for Pathfinders, I dont think they are OP. They got no snare, no grenade, and they are really bad in a cover engagement, even if you use light cover vs them. |
I really want to add panzerfuzzliers (to revamp them), pak40 and Tiger. I guess stuka zu fuzz barrage makes it too good mix able to counter almost every kind of strategy. I will think about it. Thanks for feedback
What do you think about Hull Down? That would allow to revamp it as well and make it more usefull
Yeah I was thinking about Hull Down as well, I had the idea of maybe changing it in a way that it's a permanent upgrade? For example +80 health for 40 munitions (but no other bonus), and the vehicle can still move normally. Would be similar like the dozer blade upgrade from sherman (mechanized doc) then but with less health bonus and no heavy terrain crush. I explained it a bit more detailed in my Panzerjäger commander suggestion, in the Bold text part
I think the Hull Down as it is right now just has no place in this game. Why would someone want to get a tank to sit around on 1 spot with it? You can get HMGs and PaKs for that. And if it would get some serious buffs it would probably become OP. |
OKW – Eastern Reserve doctrine
Theme: OKW commander base on unused ostheer units and abilities in order to fill the main gaps in OKW design and revamp the already available units in other commanders.
Unit and Ability Roster:
SLOT 1 – Panzerfuzziliers
the units comes really late, therefore it less relevant replacement for volks squad. Unit could be revamped in this way:
• 0 CPs
• Unit starts with cooldown so player won’t be able to spam them right away from the start.
• G43 upgrade
• AT package available – unit can be upgraded with 2x panzerbushe AT rifle to better fight tanks (the performance similar to AT PTRS for penals). It also gives Tank detection and “Hit the dirt option” (similar to guard squad ability)
SLOT 2– Pak40
Idea is to give OKW replacement for inefficient rakketenwerfer. Allow OKW to have mainline AT weapon that can fight tanks at 60 range.
• 2CPs (or available at HQ after any truck is setup)
• cost: 320 MP
• Ostheer vet system spread around OKW 5 vet measure. Same vet requirement
• Vet4 ability – camouflage – unit is hidden in cammo, cannot move but first shot gets accuracy and penetration bonus.
SLOT 3 – Opel blitz – support truck
Main idea is to increase its utility compare to current version. In order to balance Opel blitz available in Assault Support (ostheer commander) and Firestorm (OKW commander) following changes was made:
• 2 CPs
• Cost: 250 MP and 10 fuel
• While locked can heal and reinforce nearby units (same as USF ambulance)
• Can be transform into mobile resources cash [option available in ostheer version]
SLOT 4 – stuka zu fuzz coordinated artillery barrage
OKW faction mainly lacks of call-in heavy artillery barrages focused on small area to allow player to destroy certain defensive positions or artillery position. Same as ability available in Firestorm doctrine.
• 10 CPs
• 200 ammo
• Increase damage of this ability to allow deal more than at least 50 %hp of braced emplacement
SLOT 5 – Tiger tank “E”
Panzerkampfwagen VI Tiger “E” can be called on the battlefield (replaces TigerAce in EliteTroops commander)
• 12CPs
• Cost 630mp 230 fuel
• Ostheer vet 5 spread across vet 1-4 okw system
• Upgrades: tank commander: slightly increase accuracy and sight of a unit
• Only 1 in the same time can be deployed on the battlefield. Exclusive with KingTiger
• The main difference between this Tank and ostheer version is a versatile list of abilities:
_o Vet0 – ambush camouflage – unit can hide and be invisible to the enemy units. While revealed gain accuracy, penetration and vet 4 damage bonus. Free ability
_o Vet1 – smoke shell (same as brits smoke shell) or panzer tactician – standard price
_o Vet 5 – Locks turret movement at 90o but increase damage from 160 -> 200. Free ability, can be disable.
Strategies and Rational:
Main idea is to give OKW replacement for current basic units. Most player hate rakketens, they want unit that is more efficient and reliable. Sturmpio aren't upgraded with shrek becouse you really need a sweeping squad, especially in high lvl game so you basicly have to count on your own tanks. Pak40 gives diffrent strategic approach to Antitank build. Additionally Panzerfuzzilier are perfect to replace volks build used over and over in every game.
Tiger tank will be the second call-in tank for OKW (i don’t count SturmTiger becouse it’s more like a suport heavy tank than a mainline battlefield unit). Compare to other faction where list of commanders with call-in units is longer OKW has only CommandPanther. One of the reasons why SpecOps is so popular is that call-in Panther allow player to go more heavily T1, T2 build. Tiger tank would be a natural replacement for Command Panther. Unit will base on a list of abilities
I like this one, but doesnt it sound a bit too strong and too versatile? |
Seeing tons of aircraft support in the suggestions for OKW. I thought OKW is supposed to be the late war axis army on the western front? Their aircraft power was a disaster, so I dont know if it would be very realistic.
Luftwaffe Ground Forces and Overwatch already have loiters, and that is already more than enough if you ask me. Otherwise OKW would turn into an Aircraft-heavy faction. |
Even tho a lot people might disagree, I actually love the map pool in 3v3 (much more than the one from 2v2 for instance). Especially the 4v4 maps allow for a lot dynamic fights without the camping and clusterfucks due to their size. But then you also have slug fights here and there for some variation, best example here is "Across the Rhine", really really hard to end the game quickly on that map.
The only issue I have with the 3v3 pool is that this trash map Ettelbruck Station is still in there. I think it's even less competitive than vCoH's Sheldt... all about camping and arty spam, total clusterfuck, 0 room to maneuver, almost impossible to capture opponent's fuel (--> long match). The only map where lower ranked players can do well vs significantly higher ranked players. |
give wer a LT and then we talk, the max u could do is lowering the damage but changing the critical to immobilized
Copying the behavior of riegel mines would solve the one-shots vs light tanks but from late mid game and onwards it would be too OP. You cannot rescue a medium or expensive heavy tank if it drives into such a mine... they're just dead af then vs competent players |
Thats the reason General Mud (IMHO again) is the best 4v4 map in the franchise. Except for the mud part, but the size of the map is perfect for this gamemode.
The deep mud got removed with Sturmpanther's first map revamp update. So the mud is just a cosmetical overlay now with no penalties or anything |