I don't see something fundamentally wrong with a doctrine having access to a lot of call-in units as long as:
- it doesn't force you to use all of them (i.e., leaves it up to you to decide which tools are right for which occasion)
- the doctrine doesn't provide you with an easy-mode cookie-cutter buildorder you can use to stranglehold your opponent
The first one means that a doctrine has sufficiently enough depth to allow you to use it in multiple ways (as opposed to, say, Lightning War). The second objective means that players that have to counter said doctrine won't be hating themselves if they have to play against it every single time (as opposed to live-version Penal-Lend-lease or Mechanised Assault of yesteryear).
Having played the doctrine a lot more, the weakest link appears to be the M3-AssEng bundle, in that it forces you to have both, when you only want one of them.
Perhaps the best way to resolve this one is make M3 appear empty, and give the M3 an ability to call-in Assault Engineers at full price if you want to have an AssEng (or if you want to buy replacements).
That's because for most of the maps you would really want to use M3 halftracks (i.e., open maps) you don't really need AssEng, and for the kind of maps you want to use AssEng, you really don't want duplicate M3's all the damn time.
As for the M21 MHT I would still build at least 1 of them; especially vs campy players, even if autoattack was completely removed. This is due to the sheer utility that a separate cooldown on smoke barrage gives you, which allows you to double up with White Phosphorus shells or a normal barrage.
or simply make ass eng a tier 0 unit |
+1 armor would translate into -50% receive accuracy with small arms which would be a bit too much.
The ISG as five shot so why not more scatter to affect a larger area
what would you give volks
to make them fair ? right now they get killed to fast for the mp 40 to work |
hey mod why is this up ?
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How about 1 armor with the assault package
and a 20% increase to the area of the flame barrage isg |
make the 76mm an upgrade for pen and/or reload/accuracy and cant switch to HE shells
or give them the easy8 |
In order to minimize risk, we are forced to reuse existing units only. 76mm sherman probably works when you back it with Katyushas.
I guess we could increase 76mm (USF only) by 80 HP and then adjust cost? That way you can have bulldozers that are cheaper but slower moving, and 76mm that are more mobile, but not that good vs infantry.
instead of hp you could give it a reload or/and pen buff and like he said, and make it an upgrade for munition sink |
Could we possibly get away with some soft buffs instead? e.g., lowering ISG price, given its lower performance, or decreasing FlakHT setup time to halfway between Vet0 or Vet2 (or already give it vet2 setup time vanilla).
Feel free to suggest a price. Currently they're 340MP cost, 40MP reinforce, 80MU LMG upgrade and 60MU STG upgrade. Their main bottleneck is supposed to be munitions. If that isn't the case we should bump something else up.
how about obers in med truck at 360-380 mp with lmg locked until tier 4 ,should fix some problem right ?
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hmm...yeah...well...when your team in a 4v4 is much stronger than enemy...and you have botoh fuel + opel blitz and caches u can get a kt in ca 12min. Thats right.
but this is not a kt problem...with the consterlation you could get with the same ressources ca 4-5 p4 or 3 panthers
dont blame the KT for weak enemy play
opel blitz are for user only
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If the stats are not wrong it has 40 range but higher pen, armor (375),speed and rotation , and aoe than tiger (and mg are better) just make that 45 ,i don't think it will upset the balance much, the damage should remain 160 (same as tiger)
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just give okw a normal fucking at gun then. the community asked for this A THOUSAND TIMES all both fan boy and non asked for it, but they don't want to change it |