How do you get free arty as the brits? I always have to upgrade my Tommy or get a sniper then use munitions to get arty. Or do you mean free as in always have access to not free as in "you teched up like all factions do, have a new squad of infantry" free.
Because if THAT'S the case, Ost has free scouting on their pios (something no other faction has) and okw has free salvage that can destroy crew weapons, something no other faction can do (you could try your exploit for the ukf and call your free arty in on it and hope for the best I suppose)
Seems all factions have unique aspects! Soviet are particularly good at fucking up garrisons.
Nice reply to derail the point here even more. If we go route of what the other have and the other doesn't nothing is resolved ever =) |
I have seen it done in game, specifically the station building in Ettlebruck (sp?). IIRC, the other side was getting units in there and punishing us with mortar pits and other indirect. In that case, it was worth burning down, just took a Pio some time to do it. Also, demos don't take a building like that down instantly. It would probably take almost as long and cost 180-240 munitions.
I mean of course you do it as you have no other options. How many times you have seen allies doing it? When they can just free arty from brits or soviet satchel destroy them. |
Would you expect anything else from the title? This are the kind of post which helps you reinforce your opinion about they type of bias each people have here.
Allies/Axis OP, they have X so we need it for balance. You can have X if you give us Y. The only interesting thing i saw here is discussing the mechanics regarding putting a building in flames. Which should accomplish similar results.
For example: you could reduce the time to set aflame a building to half but reduce in a similar fashion the damage it deals to the building itself so the end result is the same. Only now you wouldn't need to waste so much time in order for the building to catch on fire.
I agree it going weird direction. Still my original point stands that neither axis faction has one click wonder building destruction ability and need micro + time to destroy uncontested building. Are people really saying they would spend over 1 minute flaming building while you are constantly fighting in that area. |
Well thanks for the advice anyway. Unfortunate that the replay got corrupted ![:( :(](/images/Smileys/sad.gif)
Not expert on brits, but you could get your own rocket artillery to punish him as it has pretty good range in it. When you get advantage early in game you should tech to high tier tanks to have advantage when he tries again to push out is the other option.
+ mines wins games. |
Compared to the loss of 2 svt models and what-45 munitions? The other factions have to pay a premium to counter any light vehicle play with at infantry. Id suggest locking the ptrs upgrade behind tier 3 tech.
I like that suggestion. Another could be lock it behind tech, that you have to spend some mp + fuel to open ptrs upgrade like UKF & USF has to do. Penals are now in the game totally do it all. |
In the December Patch Relic decided to move Guards and Shock troops to CP1. They made no other changes they simply lowered CP by 1. That made both units OP and Soviets dominated until February.
Imo that is clear indication that there a power limit for each time frame that should not be exceeded. Penals are badly designed exactly because they are too strong for their time frame.
Penal are equal to vanilla paratroopers in target size, number of entities and DPS up to range 20 (paras get allot better close than 20) while they are facing unit designed to fight long range. Paras are a unit from completely different time frame at CP3 and cost of 380.
Easy fix would be that Soviets would have similar teching system as Ostheer has, that slows down when you can get Penals running around. If this was implemented the maxim spam would resurrect even more than it is now used =) |
Except that is literally mathematically impossible, unless you don't know how cover works and were standing on the wrong side of it, making it actually much easier to hit you.
Your answer was good, but this insult sentence is why you are troll of forum topics. |
No, consistent damage is fine. However it would be better if it had less health. i DonT understand what everyone had against the dieing in 2 shots back then..
It's not consistent damage when firsts hot wipes 2 models in cover then 2nd shot takes 1 more and then chase and finish in 1-2 shots. The damage is little bit too good atm compared to any other light vehicle play. |
Also, why no soviet buildable bunkers? Let the ones in base sector be buildable.
I can give you bunkers if you give axis satchels. |
T-70 could definitely do with a nerf to killing power on retreats, possibly even a slight nerf to killing power in general. The T-70 is just massacring infantry left and right and imo it's way good. With its sight bonusses it even has purpose into the mid/late game, and Soviets have good AI squads so there is no need for it to be this devastating.
I think the current Luchs is the standard for a good light tank: proper shock value, good damage over time and powerful enough to push unprotected squads off the field but not as deadly and can only wipe when squads retreat dangerously late. A unit that synergises well with infantry but isn't as devastating on its own.
Nerfing the T-70 a bit would also mean the Mobile Defense / Puma meta could tone down as Ostheer wouldn't be as helpless without the mobile AT. It got boring real fast seeing modef picked almost every game.
The problem with T70 is that it's gun has too good aoe damage every shot, it's almost as the squad viper Daimler was. Reducing it's aoe damage little bit would make it more balanced. |