As for sturmpioneers, of course they need to give up some utility to get smoke grenades; duh. They don't even have enough space in their UI currently to add a new ability anyway.
Imo that is an easy fix.
Remove the stun grenade at vet 3 replace it with smoke one at vet0 locked behind 1 truck.
Greatly reduce repair speed and built speed, move combat stats from vet 0 to vet1-5. About repair move repair vet bonuses to minesweeper.
SP now have 2 paths,combat oriented with a weapon upgrade, repair/build speed with sweeper upgrade. |
Just had a game against OST as Brits, the OST players P4 went near my mine, well out of range yet, it blew up...with no damage at all to the P4.
it does not seem as if the P4 moved over the mine maybe the mine was hit by an explosives weapon? |
So in other words... We wanted shitty mortar with smoke so people would actually have option between going nades/mortar and now you're saying that since there is a mortar, smoke nades should be taken away?
That Logic
What I am saying is if one want to bring faction closer to one another, one should not only buff they weakness of faction but also nerf the strengths.
In this case riflemen where OP but that was ok because their support weapons where UP. Now that they have access to a no tech mortar they should be nerfed and since smoke grenades are restricted to elite infantry for other faction it is good place to start.
...These are two different, valid choices and it is good to have a choice of build order in an rts. This is what makes the game interesting...
And I did not say that the option for infantry smoke should be removed for USF. I said that it should be more limited to things like doctrinal, elite infantry and LT...the option are still there and gives reason to diversify and not just built riflemen riflemen riflemen.
|
Can't we just have quick setup, high RoF, low damage and AoE usf mortar that excells at smoking and give usf the right to be THE smoke faction?
In that case smoke grenades on riflemen would be redundant and it can be removed as explain in OP. |
Smoke is fun, cant see any point of giving factions less options. It will be better when they nerf the mortar.
If it is fun they the rest of the factions should have equal chances for fun and should have smoke available to their mainline infantry...
Actually smoke is good but is should available to other units and not mainline infantry, as ti makes those units redundant why use the slow smoke or mortars (not the USF bugged one) if it is available from mainline infantry?
Riflemen are OP and that was fine as long as they had cost inefficient support weapon. Once their support weapons become cost efficient the riflemen cost efficiency needs to go down smoke is good place to start... |
If the USF mortar stays (and smoke bug fixed)the riflemen smoke needs to go (and riflemen should probably have their DPS lowered).
The smoke for riflemen and the mortar makes HMG easily countered and thus it should become available via:
Elite infantry adding utility and making them more desirable
Doctrine could replace fire-up or be available with it
available to LT for free adding utility and making him more desirable |
It wins 1v1 100% against any unit,...
It does not, most unit can beat it in long range fight...SP can take serious damage trying to close in especially in red cover... |
Another idea would be to rework truck.
1) Truck have less HP when deployed.
2) Trucks placed in base are cheaper and come with medics, repair, and AA.
3) Trucks placed outside base are more expensive.
4) Trucks placed outside base have to buy their utility (medic, repair and normal range for AA/penetration)(FRP and heal merged for medic truck) but buying the upgrade increase HP.
This way OKW player can chose if he want to use trucks aggressively or as simple production buildings and how many resources he want to invest on trucks. |
Imo the main problem with the Hetzer is that it comes in too late at 8cp, when the enemy already has medium tanks on the field. It needs to have the cp requirements reduced to like 6, since it's basically a shittier Ostwind.
Even with lower CP it will still be UP since it slower than most vehicles and has little DPS. It could use lower CP but that would probably not be enough... |
1) Once 2 truck deployed allow medic in base sector.
reason: Medic for OKW is way to expensive.
2) change ST44 upgrade.
reason: it upsets relative position of V.G. with K98 VG are good long range weak mid to close, with ST44 there weakness is gone.
Possible solution give:
a) they ST44 are fire semi automatic but have the ability to fire full auto for 30-60 sec for an MU cost
b) upgrade give them 5 G43 moving there optimal range to mid (less dps far)
3) remove sandbags from VG.
Reason: They are too powerful with ST44 to be able to create cover. SP can have it instead.
4) Replace flame grenade of V.G. with a normal fragmentation grenade.
Reason: mainline infantry should not have anti-garrison weapon available to them these weapon should be available to specialized units. Give flame grenade to SP, JLIR, P.F., FJ. Utility open the road to using more unit types.
5) Allow S.O. to vet as other units give him a smoke ability
reason: all units should scale okw need access to smoke.
6)increase Leig performance VS garrison either thru better better modifier or via W.P. ability. Give it smoke.
Reason: OKW need better counter vs Garrison
7)Change the role of the AAHT to that of a soft medium tank counter.remove minimum range
Reason: With hmg the role of suppression is no-longer needed while the role of soft counter to vehicles when going T1 is needed. Increase penetration make untargetable to Stuart blind ability.
8)Fix retreat for RW, make RW in trench fire 360, give bonus range to RW when in garrison, give veternacy bonuses when in cover (generally fix veterancy bonuses).
Reason: garrison for RW is bad since all bonuses are related to cloak, the performance of the unit is inconstant since it UP bellow vet 3 and OP after that.
9) Increase Luch performance vs cover and especially vs Garrison
reason: luch should be a viable option to counter garrison without Leig.
10) reduce the cost of Ober. Maybe make them available when 2 truck are deployed.
Reason: unit is way to expensive.
11) JP fix camo fix, vet 5 bonus damage, reduce pop chose a role of either a meduim counter of a heavy tank counter.
Reason: Camo make JP OP, has a very high pop when stug/su-76 has a pop of 8. If Jp is a counter to medium is should be cheaper, If it is a counter to heavy it needs more penetration.
Doctrinal
12)Make hetzer more mobile. give it more D.O.T.
Reason hetzer can not defend vs vehicle but it less mobile than most of them. Has very low DPS increase DOT with make it more useful without being OP.
13)Fix LeHF veterancy bonuses so that it about equal at vet 3 with an Ostheer one.
14) change the shape of zeroing artillery from circle to rectangular give vision to area adjust damage if needed.
reason: A rectangular shape will work better as area denial. Vision is needed because currently the ability is UP without a recon from ally and UP with recon from ally.
15) Fix Panzer commander to be closer to to UKF tank commanders. Fix arty call in.
Reason: the ability UP when compared to UKF commanders especially since one is giving up a Hmg. Arty is UP it should either be cheaper or significantly better.
16) Signal array to expensive.
reason: is UP it sould either be passive or work like UKF hammer "vehicle trucking"
17) Emergency repair is UP
reason: USF and UKF have far better repair options. Make it work like UKF repair but for 1 vehicle.
18) If elite armored is reworked one could probably tone down the ST maybe give it 2 types of MU. HE vs infantry with low penetration and some deflection damage, AP vs vehicles and emplacements more penetration no infantry critical better damage Vs brace. |