Since WFA and British Force is come I feel like Shock is less performance than before and less use.
Now SU play always pick Penals, Guard or even cons to the main front line units.
Well Shock troops still be a good choice for some maps that make close combat role shine.
Compare Shock to another faction Elite close combat infantry I think Shock troops still need something.
my idea is replace "trip-flare mines" to another ability that unlock by vet 1.
- Sprint/Oorah ? for the units that have a lot of armor have sprint ability ... seems like OP i think (lol)
or
- assault rapid-fire ability ... everyone will be enjoy use this ability in Campaign mode. I think it will be a better choice than the first one but need to fix something too
1) less AoE
2) NO suppression !!!
Shock troops are fine the way they are. Certainly don't need a damage buff and already have a smoke grenade, since you mention suppression. I don't really see the manpower argument either since it is a lot easier to avoid squad wipes with them compared to elite Axis infantry (Stormtroopers, Fallschirmjaeger, Obers, Jaeger Light all bleed you as much MP and are more vulnerable to complete wipes).
It's true, currently Penals are more efficient in a similar role but that doesn't mean that another unit needs a buff on top of that. |
they have both different roles and I never had any problems, to fight other tanks with a Panther.
If i see the enemy relies a lot on infantry, I get a brummbar. If I see there a more tanks, I get a Panther.
Well see, the difference there is if you're playing brits:... i see the enemy relies a lot on infantry, I get a Comet. If I see there a more tanks, I get a Comet. :-) Get it? It fulfills both roles at roughly the same price. |
They are great at that too you idiot.
Problem here is that people want panthers to be king tigers. Panthers have insane good vet, at vet 2 is virtually invincible.
Just stop being a retard that dives his tanks into a bunch of jacksons and SUs and you will be fine.
Nobody's is asking for anything close to a KT, just a tank that is somehow worth what it costs, like, take say the Comet? What are you even talking about? Who's really the retard here? |
i feel like people just wants to dont have to worry about seeing one in the match, when every unit should be a problem
English please |
I feel like every light vehicle in game has its pros and cons and it's mostly fine.
Luchs: great camo, 360+HP, murder machine when flanks infantry behind cover / not that good accuracy.
222: probably most cost-efficient unit in game, insane when vet 2 + scope.
Puma: great for AT, even in late-game, shuts down all light vehicles play / weak AI
Stug E: Amazing AI, great ability, 560HP / no turret
Stuart: trying to be AI and AT. General medicore light vehicles.
AEC: combo of weaker Puma and weaker T70.
T70: amazing AI, good AT, great recon mode, probably the best light vehicle in game (but some vehicles has to be the best) but 320HP (+repairs). Can be stopped by any Axis' lights.
great camo... , you gotta be joking me, no? Murder machine? We're talking about it's big brother here, the t-70. |
That's the best idea in my opinion too.
But there Will be much more opposition to by SU fanboys compared to what TheMashine suggested :-). |
I would love to see the T-70 get a very big damage nerf and a manpower increase in exchange for having 400 health in order to make it more consistent.
+1 ! In it's current state, even if you instantly retreat squads they still have a pretty good chance of getting wiped on retreat. And it counters it's early game counters too easily imo. Sturms with shreck, Panzerfaust squads, Raketenwerfer all are very vulnerable to getting wiped so quickly by T-70. In 1v1s the unit's efficeincy dominates to an extent that the entire early game for Axis against SU revolves around how long you can delay it or counter it until your first hardcounter arrives.
On the other hand, if it happens to run into an unfavorable situation with AT gun & snare it dies quickly. The suggested changes above make sense to address both sides imo? |
The ISG costs a solid 50 MP less than the Pack Howitzer (330 vs 380).
USF players hardly ever go for a pack howie theses days because they already have a mortar without tech requirement. OKW just doesn't really have a comparable tool at all, because the isg in it's current state doesn't do the job efficiently. What's the point in having a 50 MP cheaper unit that isn't half as useful? |
Earlier I posted that I didn't think it needed a buff, based largely on watching a couple of Barton's replays. I played a lot with ISG's last weekend and couldn't duplicate Barton's success with them. Sometimes they were okay but a lot of times they were a waste. They're completely worthless against Brit emplacements, and not very good against moving infantry.
The pack howie is in somewhat the same shape. At least it occasionally get wipes. The auto-attack range and attack ground range are inane. It should at least be able to attack ground out to its barrage range.
The problem are not just brit emplacements or moving infantry (idf is not supposed to be a counter to mobile units in the first place). OKW has no tool to dismantle entrenched positions due to lack of smoke and aoe weapons like mortars. The isg just snipes models here and there but they don't really pose a threat to team weapons, especially soviet MGs in garrisons, due to the squad size they'll take ages to deal real damage to them and they don't harm the building itself. |
Again, remember that its effectiveness is very different in 1 vs 1 games and larger team games I agree that it has incredible potential in smaller games due to its mobility. Nevertheless it lacks a lot when in a frontline with no flanking possibilities.
I think that nerfing its AI for a bit more health is still reasonable. Trust me, staying in a front line with a Pershing is not that awesome if you play it. It does glance shots but not really that often considering there are already heavier tanks. Trust me, it eats two shots and almost instantly needs to be repaired because otherwise it will just go down in seconds. The role of tanking does not seem to exist here. The whole plan might be that you try to bait Germans a bit onto the Pershing and then proceed with Jacksons, Shermans or other stuff. But when it goes in it just cannot withstand the firepower and thus is not really reliable. In team games without real flanking possibilities it just does not shine
Again. 1 vs 1 - totally fine.
It's not about winning and not about playing with heavy breakthrough tanks just for the sake of doing it. I enjoy playing USf despite it being (arguably because of micro) the hardest faction to play, especially in team games. Hence the suggestion.
What are German players' experiences when fighting Pershings? What do you guys think? And I mean objectively, not "Oh, no more buffs for USF, make Germany great again!" and others like that
Adding optional health at the cost of aoe, so it doesn't wipe squads as reliably would result in USF 1v1 players being unhappy with it I think. For 1v1s I don't think it needs a change like that. USF armor overall packs a punch and is fast but less durable, relies on safety in numbers and expendability to some extent. Probably those qualities don't pay off as well in multi player games unless you have a synergy with other factions. Playing against a Pershing in 1v1s I'd probably welcome a harder to kill version that doesn't wipe squads as easily. |