As for the armour decrease on the 17 Pounder... Not a big fan of it or rather of how big the decrease is. This is a Sandbag fortified structure after all and yet all small arms with penetrate it now. Can't meet in the middle and give it an armour rating of 2, stopping 50 % of the damage? Just look at AT Guns that have passive Heavy Cover like the Ostheer Pak38 or the Soviet Zis-3. An Armour increase to 2 will bring it closer to that kind of durability.
Ideally, the 17 pounder should have been a Pak43 clone.
The Pak43 has an amazing design. You can flank it with infantry to decrew it and steal it. There's the ambush-behind building component. Then, there's also the vulnerability to indirect fire component.
We're pragmatic, and we know that it will be impossible to convince Relic to let us redesign 17 pounder to a Pak43 clone. Therefore, we chose to make the 17 pounder more vulnerable to infantry this way.
For all emplacements:
- We first need to identify which units they are too vulnerable or too strong against
- Once we do that, we will adjust stats as necessary, but not before we've had a global view of the issues
For instance, if 17 pounder is perfect vs everything (not too weak, but not too strong either), but too weak vs small arms fire, we will reduce its target size first. That way, we don't penalise bolt action rifles too much.
Basically, the attack types we are considering (and want to evaluate) are:
- Bolt action rifles
- Assault Rifles (at close range)
- LMGs (at long range)
- Flame Dot attacks (lava nade, mortarHT)
- Flamer attacks
- Balistic weapons from a distance (AT guns, tanks)
- Basic indirect fire (OST mortar/LeiG)
- Turbo-barrages (OST mortar barrage)
- Heavy artillery (LeFH)
- Rocket artillery
Now this does please me a lot. With this change being made, I will no longer feel the need to fight for longer range mortars. Thank you!
Regarding Infiltration Commandos. Would you guys be able to add a "Greyed Out" button for the Demo Charges to explain how to unlock them eventually? I understand I may have... forced you to officially release the mod earlier than planned. Heh... ^^'
The other trick is that you can now rely on 25 pounder barrage to actually do stuff offensively. A defensively-built mortar pit will help protect your forward assembly, while being able to cover your troops in the offensive with long-range smoke barrage from your mortar pit.
The fact that you can upgrade medics at forward assembly means that you are no longer forced to have every single Tommy squad become medics.
-I think it should be able to repair gliders, this change does not unbalance the game. And is a solution to avoid call-in another glider.
The solution is there to allow players to call in replacement gliders. That way if your glider crashlanded and your officer died, you can still have access to that ability.
While it's true that such a change wouldn't imbalance the game, the animations look silly. The Sapper models bunch up in the middle of the glider and it just looks bad.
Maybe we can just give gliders a slow passive regen while they are in connected territory.
This is excessive, in 2 minutes offers plenty of time to do other things while the sapper is busy for 2 minutes (plant mines, repair, attack, etc)
Note that build time is per model. If you have 1 sapper model building an emplacement, it will take 2 minutes. However, if you have a full-man squad, it will take 30 seconds.