The cost to rush P4s hasnt changed one bit. In fact, it's now cheaper fue to p4 costing less.
You need to look at your playstyle and reflect on whether your former rank has deflated due to being less capable of being carried by okw teammates. A rank of 1500 means that you are now in elo hell, where you have no hope of getting access to reliable teammates, and you will be stuck there until you figure out ways to carry the whole team.
To maximize your chances of climbing out of elo hell, take charge of the situation and try to direct your teammates as to where they should place their trucks.
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I domt know how suppression works precisely to give you the answer. Though, are you sure the vixkers doesn't behave the same as those two mgs? The other mgs are implemented a bit differently.
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Nope. All references are relative. As long as you move all fines, you should be ok |
Move your mo files to c:\mymod . It will allow you to bypass the issue. |
It could work if the mp40 upgrade behaves exactly like firestorm one, obers come early enougb and okw gets some sort of mobile reinforcement point like opel blitz.
You should probably make some light vehicles rushable but expensive to allow for shock value, and some light behicles ultra-delayed but efficient (sort of how usf greyhound is designed). That way there is enough room to see all okw light vehicles have a role, rather than have everybody go for luchs and ignore anything else.
If this works , it could be an interesting design that allows for multiple strats even if okw twch gets linearised (to address the medic issue).
Good accuracy bad aoe indirect fire is frustrating bad design, as it boils the indirect fire game down to the number of models of the enemy squad, rather tham the squad formation.
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You need to post the changelog. Othwrwise people won't know how what they are supposed to be testing.
Once you are confidenr, you should also post a link in thr balance forum. The modding forum doesn't get a lot of attention from balamce-obsessed people
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This is probably not one of the most populair ideas, but i think the mortar pit needs to be changed back to their previous form, and okw need to get their early retreat point back. Think this would increase the balance in large teamgames (3v3/4v4) a lot.
I can understamd the rationale behind early frp. However, why in god's name would you want old mortar pits back?
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Thread: PMD-6M2 Jan 2018, 16:16 PM
So according to that reasoning AT support paratroopers are Broken (the ability is actually OP) (or even AT Penals since they retain 66%). A 6 man squad that gets mines to snare, cloak/first strike bonus, great AT while remaining one of the strongest AI infantry (compared to other AT infantry).
Not to mention that paratroopers can pick a super-bazooka and still upgrade with an LMG making the best AI/AT infantry.
If the AI of an AT squad really mattered storm-troopers would be great, but as you pointed out, none uses them.
Conscripts can be spammed and flank hmg and on top of that can be upgraded to Tank hunter only in late game where they can excel at taking out any axis Heavy tank either buy chasing down or by ambushing it.
All that while being cheaper and having lower POP cost.
The effectiveness can be seen here:
https://www.youtube.com/watch?v=bsRAYkVaA_Q&feature=youtu.be
From a design point of view Axis used to have better AT infantry while having worse AI in their tanks. Now they no longer have better AT infantry while their tanks still have worse AI.
Once more, any criticism originating from me, aim solemnly to Relic and Relic alone, which seem to be more interested in sifting the meta (commanders) than actually balancing the game.
How about some actual in-game footage where the tanks are properly supported by infantry? Even a single mine is "OP" vs unaccompanied tanks.
If you are sacrificing your actual vetted cons to completely deprive of the ai utility they bled to gain through veterancy, you are using them wrong. I haven't seen anybody ever use the commander anywhere near the way you describe. Ever. |
Thread: PMD-6M2 Jan 2018, 13:08 PM
Are you seriously going to compare 2 AT infantry on the basis of how good they can flank a re-crewed hmg?
Do I really have to list why AT conscripts (and AT support paras) are better than Shreck PGs on the AT role (paras are actually better in most roles)?
Yes, I am seriously going to compare their AI performance, on the basis that at conscripts have 0 AI. Thr upgrade even makes them lose access to the molotov upgrade. Just send any vet0 squad against them and sweep them off the field.
I am pretty sure that even the sniper can beat them in a a melee fight.
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Thread: PMD-6M2 Jan 2018, 11:52 AM
You prefer to compare them with the 4 man 340/140 camo PGs? you would still find them OP.
Would I? Try engaging any infantry unit with the at conscripts. In fact try flanking a recrewed mg with them and post your results.
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