Rather than give Sappers a snare, I would be more excited if their Mines were exclusively AT mines. With the universal nerf on mines vs Infantry from a while back, I groan whenever I see mere infantry set them off...
Nice idea, but with snares u can easily guard your AT gun from gettin circled around, meanwhile with mines, u have a 0,01% chance of the vehicle actually ridin over it, not even countin sweepers or those few more open maps |
Yeah, nice thinkin, its just a little bit dangerous, but since by the time opponents have tanks, stuarts lose much of their relevance, u dont have so much to lose |
Yeah, every single nerf in the previous patch except for the centaur one was an unjustifiable non-sense and should be reverted
Then, give sappers a snare that works exclusively against LVs and theyre good to go |
Well... the upgraded kills planes. |
what did I just read??
A kinda decent (at least in theory) strategy of synergizin with OKW teammates
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3 HOURS TO GO TIME
Would U mind uploadin a recordin of that thing?
Its gonna happen at 1AM in the mornin where I live, and Ill get an arsechewin if I skip sleep
Feelsbadman |
Wow...
I really really like this map a lot, though the balancin indeed leaves a bit to be desired...
But only after seein ur screenshot of it have I realised how terribly disadvantaged the north actually is
First of all there is a (on this screen blatantly visible) disproportanation between distances from bases to the middle V
C1 is obviously much easier to defend compared to C3 (the church is likely meant to have a counterpart in the buildin opposite of it, yet that one doesnt have LOS on C3 (uv already pointed this one out)
Also, not sure what its caused by, but C4 can be attacked a lot more easily that C2 (possibly also caused by distance differencies?)
Then, there is the minor, less relevant stuff like the stone house on the left V not havin a proper counter part to the right and right F bein among sight blockers yet left F isnt
So far, I only have one idea: Move the northern HQ downwards a bit to mirror the distance of South towards mid VP
Also C3 and/or the house thats meant to be a churchs counterpart need to move a bit, but im not sure where |
I dont use them myself, but AFAIK they are simmilar to the AT partysans.
Camo them near a spot where a tank/LV is likely to pass, fire a shot before snarin, then snare.
Optionaly u could also plant a mine nearby, though these chaps basically behave as mobile AT mines |
One thing im sure of- these aura things would be much better if the unit would only be able to apply it to one squad, but the bonuses would be really huge. This just begs for blobbin, as someone already said |
It might be unique but it's not fun to play with. Focussing down the Sturmoffizier squad first and forcing it to retreat (thus getting rid of the aura) should be enough of a reward. The mass retreat mechanic is just annoying and stupid and is one of the very reasons the unit is barely used. Who on earth would want to risk all his infantry squads retreating when the only gain is a mere 10% accuracy buff? Buffing the aura effects just risks it becoming abusable.
Instead it can be argued that getting rid of the mechanic will actually be good for the game's variety because it will see the unit (and its abilities) used more often.
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