I've had this happen to me countless amounts of times when building a map. It's currently what prevents me from finishing a really great map. Sadly, I haven't found any fixes for this yet. |
You must be misunderstanding me, all those units have different accuracy values, so impossible for them to all be the same.
You must be misunderstanding him, because he stated that they were no worse, not the same. |
"hotfix" |
Yes, but that unit costs more and requires 2 cp; therefore, it shouldn't be as much of a problem when compared to the early, cheap and equally powerful squad version. We might need to keep in mind that the next patch may transform the half track into a moving pile of shit though. |
I agree that call ins are the next major balance issue. I'm on board with miragefla where they are dramatically more expensive if you don't have tech.
I don't mind if you still call them in with no build time but being able to skip tech makes pricing things very difficult.
Relic should start to incorporate call-in units with their corresponding tech buildings. As for call-ins that fall in the Tier (#).5 catagories or simply have no possible place in the tech structure... that'll be a work in progress. |
One week later: mortar stats fixed but now using combined arms near it causes it to fire like a machinegun it can infinitely reinforce for 2 manpower per model. |
Ost is pretty much the best well rounded designed faction, and highly only rewards great perfect micro, and the faction itself has a wonderfull synergy between the units in each tier.
Sorry, I had to correct a couple things.
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Make aa half track immune to small arms fire and buff pen
That would be a good buff that would help get OKW back on their feet during early-mid game. If that was added, it would make the aa half track worth it's fuel cost. |
Implying this hasn't been the case since WFA release. Highest DPS unit were LMG Grens, Shocks and PG (Guard liked to dance at that point). Then we received 1919s Rifle/Paras, 2xBar after buff, LMG34, PF G43, Falls (if they didnt clump up), double bren.
The DPS levels has change as well as AoE lethality.
Anyway, as i said before, getting a 5th man on Pio/Gren is an OPTION, not THE option.
Option #2:
Nerf the sh*t out of the WFA's general DPS. |
stop trying give grenadier a fifth man
first of all this is getting dangerously close to homogenizing the different factions. four men squad is part of the wehr's identity
allies are overpowered atm, but the solution isn't to buff the wehr. This is how powercreep happens.
and frankly, a USF dual m1919a6 vet3 blob is still going to roll over a five men grenadier.
+1
Just want to add that I also believe four-man squads are part of the Ostheer's identity and that increasing the squad size to five risks homogenization.
+1
Quite frankly Firesparks you need to stop bashing everyone else's opinion and think yours is the correct one, and stop with the asymmetrical balance excuse bullshif if you haven't figured it out until now it does not work.
-1 gtfo
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