On the principle, it would as it now creates an economical decision making aspect which is now completely absent from ost: Do I want stronger infantry in early game, or do I want first tank faster?
However balance wise it would only matter if it was an extra cost compared to overall cost of unlocking ability to produce medium armor(like it is for literally all other factions, OKW being slightly different in a way that they unlock sustain and time efficiency instead with medics and repair pios for fuel).
Now, before you go into bunker mode like certain other individual, no one is saying its bad or it should not be like it is now.
This whole thread exists only because one person can not tell the difference between tech related unlocks and side upgrades as well as the difference between battlephases(or trucks in volks faust case) being a time lock for these tech related unlocks and not an additional cost to tech and nothing more.
i think he was trying to debunk the whole "ost get free tech" |
most cancerous thing in this game no real counter just dive and lost or dive and win great mechanic lets igonre infantry, art and atguns |
Oh the irony
And more on topic, up until T3 ost is in no way cost crippled to any other faction, including side techs(which ost does NOT pay extra for), you(the General Reader because I can not trust everyones reading comprehension) will see that both, ost T4 and UKF hammer/anvil are premium expenses, in cost case its additional tier with specialist units, in UKF case its second exclusive unit unlock with upgrade/ability bundle.
Ost T4 is not really balanced for a game that will not last more then 45 minutes, unless you rush for it, which was made slightly easier with recent BP and structure cost shifts.
Its a thing you want in very long game or when you are at map control advantage, not in your average 20-30 min 1v1.
if bf 1 was divided in 2 tech both 20 fu wich said granede up. and lmg up. would it change something ? |
guaranteed to pen almost all axis tanks at max range and deal 50% more damage when it does pen... You Hardly expect that to be a spamable ability
compare it to tulips |
Theres around a 4 second delay now, so its delayed but still faster than firing off two regular shots.
yea but 90 is too expensive |
the counter is art. and at guns and inf, he cant cap cause u art the points and he can't push cause atguns will kill his TD as they can't kill atgun |
Dear Vipper, why are you so wrong?
Ostheer doesn't pay for their upgrade, this is balanced, and nobody complains about it, that's all.
LOL |
The damage of tulip was not changed the bonus damage was changed.
FF can kill a medium in 2 shots if both tulip land.
Also for a very strange reason has the long medium range than both Elephant and JT.
"Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:
Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04
Moving accuracy from 0.75 to 0.55
Tulip rockets no longer cancels move commands of the vehicle it hits
Tulip rocket damage against infantry to 33%
Veterancy 3 damage bonus from 80 to 40"
he meant when thye came out, vanilla FF |
Isn't that the pre-nerf value? Or did tulips actually have insane damage before the nerf...?
Anyway, I think OP's suggestion would mostly be a nerf. The extra range and lack of scatter are pretty huge; unless he's suggesting that those also be preserved, but that would make the ability pretty awkward imo. Assuming its targeted but lacks scatter, it would give the pershing a single, super accurate shot to wipe infantry with, which I dont think it needs, and I don't think would be good for the game.
240 damage x tulip before nerf now add the 200 base shoot , and they even said it was not op lol |
i never said it was free, i said it was included, i think were getting at the same thing here
yea |