Would that be too much to ask for all AT Guns?
no they have a crew that can kill sometime(sometimes) pak 43 and 17 dont have the crew |
Yes they would. Green and yellow cover doesn't apply under 10 range. Here is an example: https://www.youtube.com/watch?v=XID8YfsWfZo
Mind that cons shoot only when stationary when ourah ability is used so they don't fire a single shot before entering 10 range, meaning that falls don't benefit from their cover at all.
i know i tested it but what would change if they were in no cover ? they would stil be in the 10 lethal range of the ppsh |
Sorry, I don't get the idea of your post. Yes, commando changes are stupid and potentially dangerous to balance. Yes, okw mostly has 4 men squads. They have 2 that have more than 4 men and both of them cause balance issues since okw release. There is nothing new here.
OK maybe I explained in badly, what I mean is that its true that falls weapon have better dps curve, but they are 4 vs 5 weapons losing around 20-30 dps at close and stealth + ambush fix commando long range problem , With bren they should either lose their close range dps or not gain such an advantage at long range.
Falls are just bad right now I would suggest giving them 15% accuracy at vet 2 and still give them another 15% at vet 5 |
The outcome of that engagement was surely not ballanced but I think it's worth noting that in case of this engagement the green cover favours cons, not falls becouse it doesn't apply at such range either way and it doesn't allow falls to spread out. It also reduces damage of potential defending granade thrown on con squad path.
this hurts my brain are you implying that out of cover they would do better or what ? |
They excel at infiltration. Using them from hidden position with bundle nade or blendkorpfer is a good way of wiping squads, as their all range guns are really good at finishing weak models. They can also use camo to flank the enemy as he positions his troops along directional cover to repel volk blob.
In defence they are just as good as an lmg squad which is quite well considering their abilities. They are never ment for long outslaughts or frontal attacks. They also are not a good blob material. And that is exactly what we expect from them in a ballanced form.
Falls have better choice of granades than commandos, better profile of base weapon and AT capabilities. Is that really that little? Mind that base cost of falls is 360 (without the infiltration fee) and they even get 10% discount on reinforce.
But I actually agree that infiltration commandos got buffed too much in DBP.
so do commado and even better beging a 5 man squad and with wipe potential that can still come out of houses while falls now need some sort of scouting to not die (they drop like para while being 4 man) |
Why exactly should more expensive, considering both ammo and manpower, long range AI specialist squad lose to an all range infiltration squad at long range? That would be mad. Same goes with commandos, they are also infiltration squad, but they are much, much more expensive with brens.
Would you also be surprised by a sniper losing in that position I think it's because commando are cc units wipe machine while falls are "supposed" to be long mid range units cause they lose even to ppsh cons rushing them while in green cover, they should excel in something be close mid or long range, but they can't even beat RM |
Other inf squads here. Problem are not in conscripts. Rifles looks especially funny.
https://www.twitch.tv/videos/208969206
well it's in cons too, they can draw with obers if the use hurra and ppsh imagine if they use hit the dirt too
edit: ok just tested with hit the dirt(at 10 range) and hurra they win with 1 man vs vet 5 obers mg 34 in green cover (i think is the reload that kills the ober they lose all their dps in those 3 seconds and the cons even the loses during the hurra) |
The only engagement that was particularly troubling was the Falls vs PPSh cons one, and we know for granted that Falls +15% accuracy modifier at Vet5 is not applying properly at all.
It's probably OK if yolorushing shot-range units can win with a sliver of health on a test-lab scenario. That's because in the live game you would never wait it out until the end. A short-range unit has to commit to a fight, and if their retreat path is cut off in the meantime, they risk being wiped. A long range unit can always throw grenades from their cover, or retreat after they've inflicted enough bleed.
Long-range units also perform far better in a blob than short-range units.
PS:
We also strongly suspect that hit the dirt is rather OP, and we'll probably further reduce the RA bonus it gives to bring it a bit more inline.
i would say grens too was a bit strange , if hurra was used they might have almost 0 casualty that would not be fair
and they can pull a draw with obers too if they use hurra |
Guys please don't jump on the bandwagon train of the overnerf the patch is still not live if you want to bash the mod team wait for the first tournament if there is a disparity in win rate you can bash the all you want (both sides), always remember that they risk their credibility in this forum and relic by doing this patch show some respect, you can disagree politely and by bringing replay or stats comparison, no meme, spam or trolls |
We're looking into it (and also hit-the-dirt performance). Perhaps, we'll reintroduce the 10% accuracy nerf to PPSh.
However, while that nerf was in-place PPSh performance seemed extremely underwhelming.
What we do know however is that Fallschirmagers aren't the right benchmark to measure PPSh cons performance (due to falls flat DPS), and neither are Conscript PPSh are a good benchmark to evaluate Falls performance (for the same reasons).
in the video there's not only falls he didi it for all units ober too
maybe leave close damage the same and lower the mid one ? |