I don't see why this should be a concern at all. In fact it is good to have some diversity and this also gives Axis a chance to actually win a bloody game.
Ya, must be the balance fix |
Against the big cats, very few of those shots would ever really miss, even when the firing unit is moving.
Fair enough, probably true it's still relevant against single, large targets. But for anything from Pershing downwards it does miss a lot when moving from my experience. |
Both units, isg as well as FlakHT just need to be changed a little to become useful again. The intention of the ISG I'd say is to break early game forifications, MG spam, garrisons and it just doesn't do that well enough (no smoke for instance). Once that is fixed there is no need for a MortarHT.
The FlakHT can be quite strong but is so easily countered/hard to micro that it becomes irrelevant within a minute past arrival. Maybe reduce it's AI damage output in return for better survivability. |
I find this relatively meaningless considering a panther for instance misses most shots when moving, same is true about the puma. |
Play 1v1 to get a better assessment of your own skill level and improve your game. I'll loose 1v1 against significantly better players regardless of faction, it is mostly that, balance of certain areas is comparatively irrelevant. That'll also give you some perspective of what other people think of your play.
Oh and OKW of all being overall OP I think is an opinion a minority is still loyal to. |
Mortar HT would be redundant. The flak HT just needs a reduction in its fuel cost to 35. The ISG could also use a reduction in MP to 310. OKW already has smoke on fallschirmjäger & Obers. I would like to see the smoke replace the stun grenade on Strums at a lower vet level though.
Both Fallschirmjaeger and Obersoldaten come way too late and need vet for smoke. Like suggested in so many threads, just give the ISG smoke, change scatter/aoe to work slightly more like a mortar to counter maxim spam / entrenched opponents like every other faction. Sturmpios already have more than enough on their plate as it is.
The Flak HT does counter airborne threats well but how often do we see it survive to the stage where that becomes relevant? Just give it a small buff towards durability and penetration so light vehicles cannot just drive in it's face and kill it in 3 seconds with impunity. |
FlakHT is an awkward unit and fails against blobs and anything you throw at it, because it's shoots only when static.
I think, the better unit instead of this masterpiece should be a MortarHT, because it could fix lack of smoke for OKW and adds versatility to faction.
Yeah, OKW has leig, but you need two of them, alone is too weak against garrison and leig don't have smoke. And it's expensive and pop cap hungry.
Since USF got their turbo mortar, I guess switching useful FlakHT to MortarHT would not hurt anyone.
Anyways, OKW has lot's of problems.
Not a bad idea, though I prefer giving the FlakHT a quicker set-up time and slightly better performance against light vehicles. ISG needs smoke and better damage against garrisons/aoe. |
AVR is more useful than a ST imo, especially with he vet 1 reload buff and the other vet boni also being more useful that ST up to vet 3, where reload is improved. ST needs to retreat all the way back (in 1v1s at least) and then takes way much longer time to reload.
In order to take out Weapon teams, force retreats or destroy fortifications they are equally efficient but the ST is much more cumbersome and micro intensive to play with.
The abilities signal relay, emergency repairs and tank commander are all not very useful while the RE commander is used for a lot of other reasons than just the AVRE. The ST efficiency versus tanks may need to be toned down a little, though. |
People are suggesting changes to weapon racks, what don't you understand? I'm not making another thread about the same topic.
Wasn't asking you for an explanation, just pointing out you contradict yourself :-). Never mind... This is not going anywhere I feel. |
Has nothing to do with 4 man grens. I'm talking about a weapon rack rework, this is a weapon rack rework thread.
Yet still the post is about balance for a reason, not gameplay improvements. |