Is it intended that british enginners can pick 2 lmgs via halftrack (3 with heavy upgrade) ?
At some point we will nerf the potency of Vickers_K so that this issue won't matter. We'll also have to see what we have to do about heavy sappers, too.
This "tactic" is very easily counterable with a mortar/isg, thus we don't see this becoming a major issue. Sapper Bren guns are superior to Vickers_K.
How about instilling a rule that the KoTH has to rotate all 5 factions to win the final prize. The King would be free to choose which order they are going to utilise the available factions.
I am guessing that from the perspective of the audience it might seem quite 'dry' seeing the same playstyle repeat itself every weekend. From the balance-team's perspective, we can't really evaluate how the changes affect non-Brit matchups.
Alternatively, you can continue with the same ruleset and, hopefully, that will precipitate adding the problem faction/commander to the scope sooner rather than later.
Why volks cant get the same treatment and be actually able to pick up dropped weapons?
Volks STG is superior to Kar98 at all ranges. Instilling that behaviour on Volks would make them unnecessarily inconsistent, and also make their upgrade suck. We have made the PPSh/Flamer upgrade occupy both weapon slots for Penals, thus they aren't able to pick up additional slot items.
The reason why we decided to make PPSh's not follow slot-item behaviour was because out of all options available, this one was the least bad. The ideal behaviour would have been having PPSh behave as a slot item, but cede priority to the flamethrower.
No, the Ambush ability is fucking useless, because it only appears in absolute rubbish commanders. The Raketenwerfer's cloak also comes with a massive movement penalty, yet nobody claims that this makes the ability useless (and that's on an AT gun that's even worse than the ZiS-3).
The movement penalty you are referring to is:
- 50% at Vet0
- 0% at Vet1 and thereafter
The same ability also infers some accuracy/penetration bonuses starting from Vet3. With Soviet AT Ambush you get nothing.
I kinda understand, that in soft, rough ground chewed by artillery a one ton gun can be a bit hard to move around, even with a crew. So that makes sense. If it affected 75mm PaK too it should be ok.
Then the 45mm russian at gun, and raketenwerfer shoud not be affected by soft mud, as they're pretty lightweight.
That could be a nice idea to let raketenwerfer/m42 have a niche advantage over other AT guns. However, I wouldn't make the speed debuff more than 10-20%. There is -no- way you can dodge an incoming stuka barrage under these conditions (and those barrages will spawn even more craters).
To get a feel of how massive a 10-20% debuff to speed is, try out the following vehicles:
- M20 -> 20% speed debuff on craters
- Greyhound -> 20% speed debuff on craters
- Stuart -> 10% debuff on craters
PS: The Soviet AT ambush ability imparts a -75% movement speed penalty, which is why it is so useless.
2 Replays with Brits vs wehr on close combat and a bit opener map
i liked the new AEC and PGrens especially, also the sniper
We did a recheck of all the game-files we modified.
Note that the AEC still has live-version AoE (but massively worse accuracy vs infantry). We are fixing this ninja-bug (along with all other remaining ninja-bugs) in v1.9.
Yeah we know of this inconsistency. Soviet and USF guns get a -40% speed debuff in crater cover. Probably just so that it's easier to wipe them with artillery, again and again. (Other guns don't get any speed debuffs of any kind).
Unfortunately, addressing this inconsistency was deemed out of scope.
The problems with Shocks is that:
- They are the most expensive squad in the game (Obers get a reinforcement cost discount)
- They need to hug an opponent in order to deal any damage. This makes them unable to use cover
- The enemy can clear the kill zone of Shocks by hitting retreat, and they're scot-free in a few milliseconds. Meanwhile Shocks may have bled hard to get there
- They have, literally, the worst grenade ability in the entire game
- They receive far worse veterancy bonuses than most other squads in the game (excluding Commandos). Given that they have so much difficulty closing-in, that's a death sentence
Speaking of death sentence, Shocks have absolutely no role in a world that is dominated by:
- cheap light vehicles
- STGs + insta-throw flame nade
- Bundle-nade PGrens
With respect to armour vs RA, of course RA is more important than armour. RA can help you dodge all sorts of things:
- When retreating vs a sniper
- Dodging those 3-5% accuracy hits from tanks (it's tiny, but it helps)
- Accumulating less suppression
- Receiving lower damage from higher-than-average pentrating sources (e.g., most like vehicle LMGs, etc)
The reason why Paratroopers work is because:
- They have way less reinforcement cost
- Thompsons have amazing range curve (not quite like STGs, but they're good)
- Paras have an extra hit-to-deal-more damage ability. Thus, when a flank does occur, it's deadly
PS: Next time you play with a USF ally, try picking up a BAR with your Shocks. They become deathgods, then.
Apparently Commando's smoke grenade (like all smoke grenades) spawns a shoot-through cover. This means that if something is shooting through the grenade, the target receives yellow cover (or better). Thus, they aren't completely useless.
PS: Don't throw the grenades too close to the enemy (10 yards), or their cover effect seems to be ignored
Also ostheer sandbags have too big green cover radius. You must put 2 wires to deny green cover from them (at least I wasn´t ever succesfull with 1 wire while being succesful with 1 wire against most of other sandbags)
Ost sandbags use the same model as Brit sandbags. Is the Volksgrenadier version better for that?