M3 medkits are part of it.
You questioned their existence in the first place.
I have pointed you out that all reinforcement HTs are unique and have diverse roles, M3 and ist medkits included.
You even brought the issue of soviets being able to heal on field thanks to that.
Well, guess what, they always could thanks to USF ambulance, tommies with medkits or their own FHQ.
Everything is on Topic, as much as you do not like it.
If there is an issue with design choices, ist the ever present murdering of asymmetry for the sake of Balance, where we do end up with more balanced game, but factions becoming more bland and same patch to patch.
The M3 assault group is a superior ability to the 250/M5 (soviet call in).
The M3 does need to be able to drop medic to become more attractive being able to move around the battlefield fast providing heal and reinforcement can create a number of issues.
As I have explained if it has to have healing it could simply come with a medic crew or use the old ambulance heal with its limitations.
If seem to have a different opinion and it is fine by me, but I am not going to derail the thread on a debate that is of topic like the differences of the Soviet and USF M5. |
Why this can never be posted in the main thread?
Because it has more do to with design and less with balance. Something can be a balanced and badly designed and vice versa. |
USF M15 does not really start as reinforce platform, does it? USF M5 is literally copy pasted soviet M5.
The Quad is not a reinforcement platform either, it has not been for several year. But one would probably have to load the game to notice.
The USF M5 is quite different from the Soviet one since the crew can disembark, is doctrinal, does not come with assault guards and has different vet bonuses.
This thread is about Spring update from a design point of view pls stop trying to derail it. |
251 have very little reason to be the only ht with ability to clear garrisons post upgrade.
soviet M5 have very little reason to be the only ht that can take down planes and suppress post upgrade.
British M5 have very little reason to be the only ht to provide weapon upgrades for everyone.
Its almost as if devs wanted to create a varied and interesting Units instead of homogenized carbon copies of each other.
The soviet M5 is not the only HT to that has AA and can suppress. Both the USF M5 and M15A1 can both do that.
The British M5 dropping weapon is mechanism that should actually be removed, then conscripts could get their second weapon slot back. |
I disagree with most of what you wrote but this is the worst. Imagine this: stun grenade into a building, unit is stunned for extended time and takes 40 damage, takes 2 bursts from a flamethower whilst stunned, is now dead.
Stun grenades are very cheap and spammable, the stun alone is strong enough since they are almost impossible to dodge and if 1 model gets hit the whole squad is stunned.
Feel free to disagree.
As far as I know infantries with stun grenades do not come with flamers, and the idea here is that "concussion grenades" are used to force units to get out of garrison, which they should anyway if they saw a flamer coming. |
How would the crates be any worse in team games than Brit Healing? Or am I missing something
M3 half-truck can be given to allies, while keeping the assault engineer crew. Giving an M3 to Soviet player for instance allows viable reinforcement and healing anywhere on the map, that can create a number of issues.
Actually M3 has very little reason to the only half-truck to provide healing in the first place. |
"OKW/M3 medkits
To help make the OKW faction less reliant on its medical truck upgrade, resolve an existing exploit and improve forward healing capabilities, the following changes have been made.
• Now heals all squads in a radius around the squad that picks up the medkit
• Duration 30 seconds
• Cost increased to 45 munitions"
Buffing the M3 medical kits should be avoided imo. The reason is that M3 can be given to other players in team games and can become problematic.
There is very little reason for the M3 to provide heal in the first place especially in non connected territories. If one want to give heal to unit make similar to the old ambulance by with a very long CD requiring to own territory to activate. Alternatively change the crew with a medic crew.
For the OKW simply allow medic to be upgraded in base once 2 truck are deployed.
Currently this abilities are OP compared to EFA like the M5 assault group/250/251 can not heal, Ostheer medical kits and even the doctrinal medical supplies.
If one want to make changes one should consider what is available to other faction establish a benchmark, compare the ability with the benchmark and adjust according to faction design.
"Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers"
Imo the commander should be more focused around emplacements. So the ability should be replaced with something that has to do with emplacements like:
"Improved emplacement"
or
improved bonuses when garrisoning emplacements
longer brace duration
faster repair/build times on emplacements
"Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Offensive bonuses removed (defensive bonuses remain)"
The removal of range and reload will leave the ability in a worse position the current one. The reason being that allied TDs out range Ostheer vehicles and will simply snipe them from max range.
If you want to improve the ability rename to "defensive stance" and redesign the bonuses it for each vehicle separately, examples:
Stug can not move but rotate faster, range to 60.
Ostwind hull down, damage reduction, now suppresses.
PzIV hull down, damage reduction range to 55.
Panther can not move, rotates faster, reload and accuracy bonuses
Brumbar now uses a lighter version of KV-2 siege mode
"Elite Troops Doctrine
Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 5"
Increase their utility as anti cover weapon. Rename to "concussion grenades" and increase stun duration and add bonus damage +25-35 (total 30-40) vs garrison, trench heavy cover. |
Imo one should try more before giving up on an design feature.
One of the issues with the soviet sniper is that even if it loses a model it remain equally effective.
Making the sniper rifle non transferable and making the sniper have sight range 35 is worth trying.
Generally there are nerf that could be used to tone down all snipers.
Like:
Turn sniper to doctrinal units
delay their arrival
Reduce damage vs non support weapon
Improve OKW and USF counter sniping units or make this units stock (Pathfinder/JILR)
|
technically yes.
but if you were rolling for a lower number, a 1d6 will most likely beat a 1d20.
This does not seem to be the case.
Scatter distance max is not included in the role it is just a limit.
The role should be 0-distance x ratio. |
So scatter just minimises how far it can go not increasing the odds of rolling closer? Whats the range for the roll then?
As far as I know the RNG values are between 0-distance x Scatter ratio. Then there is check, if the value is greater than scatter distance max, scatter distance max is used instead.
https://community.companyofheroes.com/discussion/231279/a-guide-to-d-p-s-basics#latest |