On the mod description: did you forget to mention the penetration decrease for the M4A3 75mm Sherman's AP shells? Or did you not include it? |
Would love to join!
Steam: https://steamcommunity.com/profiles/76561198131998271/
Timezone: UTC +8
12PM PST is 3AM, so I hope there will be a time adjustment (playing CoH2 at 3AM is not something I'd like to try)
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FF= 17pounder??
FF= FireFly. |
is there a comparison of t34 hull+coaxial MG damage to inf weapons damage? for example, ppl keep saying panther MGs have equivalent firepower to vet3 gren LMG which i can understand more intuitively.
I supposed Firesparks has their DPS on his chart. |
Three PPSh-41s for 45 MU. It's a bargain I'd take any day. Combined with Molotovs and Oorah, it makes them a powerful close-ranged combat unit. Although their SMGs aren't as powerful as the version used by Shock Troops, an upgraded squad of Conscripts can win against LMG Grens or StG Volks. Just charge until you're right up in their face.
Combined with (especially upgraded) Guards or (un-upgraded) Penals, they make an excellent anti-infantry combination. PPSh Cons take the fight up close while Penals and Guards tackle them from afar. |
Howitzers: Stationary howitzers should have their cost reduced to 450MP, perhaps. Mobile howitzers like the Priest and the Sexton should also get a slight cost reduction.
Sherman Bulldozer: I'd like to see the "Create Barricade" ability work properly (movement blocker, and proper heavy cover). It could use a touch more area of effect, but turning it into a USF Brummbar might be over the top.
M8 Greyhound: I'd like to see it with a Vet 0 "Cautious Movement" ability, like the one on the Luchs (along with a hold fire button, and not fire the co-axial MG). This would turn it into a true recon unit, that ties in well with its Commander and its role. Also, have it come with armored skirts stock.
Time-on-Target: If this could be turned into a something like the "Precision Artillery Barrage" we saw in Ardennes Assault, that would make it incredible. Three 105mm shells (comparable to leFH 18) falling on the target within 3 seconds of smoke, and within 1 second of each other--that would be very useful. Wouldn't have enough damage to kill anything other than a bunker or some infantry, but it would be a quick way to thin out a massive assault.
M3 Halftrack Assault Group: Replace Assault Engineers with Cavalry Riflemen (3 Officer Thompsons, 2 Riflemen Garands) and we're good to go.
P-47 Rocket Strike: I would settle for it's performance if it was just 180MU. Reduce the cool-down a touch as well, to reflect the constant air support the Allies had.
M-42 45mm ATG: I'd like to see it as the Soviet version of the Raketenwerfer, as Miragefla has done in his mod.
Flak Emplacement: If it couldn't be abandoned, that would solve its durability issues. It's already easy enough to deactivate with some smoke.
Assault Grenadiers: They're in a good spot in my opinion. Just need to support it with a long-ranged anti-infantry unit, such as stock Grenadiers with LMG42s. Don't suffer from being too fragile either.
I agree with Dustbin as well. There are a lot of things in the WM/SU Commander lineup that could also sue some revamping. |
First off, excellent changes! You've made underused abilities like Medical Kits and Coordinated Barrage useful, and made underappreciated units like Conscripts and Valentines more viable! Do you have a release date in mind?
Feedback:
USF
Sherman HP: I suggest a decrease from 800HP to 720HP. 720HP already allows it to survive another shot (provided it did not get snared) which is enough to make it more survivable. It's bigger brouthers, the Bulldozer and the Easy Eight also both have 720HP (yes, they have more armor, but are specialized and cost more as well).
UKF
Bofors cost adjustment seems over-the-top; 120FU is too much fuel, and would result in too much rarity. It's more expensive (in terms of fuel) than the 17-prd (the last time I saw one was in a 3v3 Sim City), which would almost make it not viable in any situation. I suggest an increase to 60FU, just like an AEC. A 33% increase is already a massive amount; going for more than 1 would slow down your tech and tanks down significantly, while not making it prohibitively expensive.
All emplacements:
Is it possible to modify the Brace ability? Personally, I'd like to see a 30MU cost, a 30 second cooldown, and damage reduction to -75% (from -95%), but I can't seem to edit it from Attribute Editor. Could it be upgrade\british\abilities\base_building_braced_mp? |
In my opinion, the new T-34/76 is decent. It's effective against infantry, trades efficiently with German armor, and combined with Mark Target, it can take down an unsupported Panzer IV.
Of course, two tanks are better than one. |
I play WM like Dangerous-Cloth does (T2 rush).
It's very strong against Penal strats, you just have to spot for your MGs. Early double 222 will mow down all his unsupported infantry. Panzergrenadiers win against stock Penals easily, you need to play them defensively (stick them behind cover, let them melt as they run up to you). It's also very effective against USF--I've played against Pure Heart with this strat, pushed him straight off the map. It worked really well until late game, when he started building M10s like crazy.
USF has another problem: the early (currently overpowered) mortar, which is an effective counter to MGs.
With WM T1, it's all about combined arms. Always outnumber his squad (you should be able to, since Penals cost far more). Grenadiers supported by Sniper/Mortar/MG42/Pioneers/Grenadiers. Micro-intensive, but hey, that's what makes this game fun.
Personally, though, I'm not playing Axis until the USF Heavy Cavalry Combined Arms bug is fixed. |
There is a M2 60mm weapon profile in the game files. I assume it's the version for the Balance Preview Mod.
80 dmg
4.5 sec reload
12 angle scatter
8 max scatter
I suggest using this profile, and adjusting cost to 230 Manpower and 5 Population.
It's like giving OKW a non-doctrinal MG34: it's cheaper and has performance to match its cost, but it gets the job done, and leads you to find other solutions for anti-infantry (which are plentiful in the OKW lineup). I would say that the USF mortar should follow suit: it's decent against static weapons, but for real indirect fire support, you can try the pack howitzer or the Scott. |