Why would you make usf's teching linear without changing teching costs? You are essentially making them unable to get medium armor til way after every other faction. ??? Did you actually read the mod? He made teching more expensive for others and okw is on the same boat
But yea I disagree it makes m20 dead completely move it to tier 1 instead of pack howy |
I agree with all apart from heavy changes ,ptrs on penal,and ober stg |
Removing more fun ideas(in this case changeable environment) will not solve random model drop frustration.
I think much of the flanking, HMG, smoke or encouraging more thought to play is an issue for map designers.
If maps were designed better people wouldn't frustrate about unfair model drops. Take a look on Arhem Checkpoint. Having a good number of red covers and punishable crossing points forces players, thinking before move If they want to do better in the game ofc. Not that I think Archem Checkpoint is balanced I think north side has more disadvantages but overall maps do force players use all in this game. this, more red cover and I mean a lot and no yellow cover can be build on red cover only sand bag and tank trap) |
What, no comment on how this clearly proves STUG LYFE
well at least the stug is cheaper and come with mg
Now fire fly even stole his stun
(So is the most cost efficient but still better unit are better like comparing comet to t34/85) |
Well su 85 and fire fly are the mvp with 60 range and nice ability (self spotting and tulips)
Did you try Jackson ap round ? (I know they last only for 2-3 shoot but what would change? )
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Well it looks soviet biased because the Soviets have more wacky and useless commander abilities than Ostheer
Tell me 5 Ostheer abilities that are truly bad?
I can give you 5 Soviet abilities that truly bad easily:
- Mini AI mines
- Mini AT mines
- allied supply drop
- FHQ (horribly overpriced)
- Vehicle Detection
Also, there is a mod that showcase these changes in the thread if you really want to try them...
no all the other thing like vet1 cons and nothing for wermatch and lend and leas wich would be totaly op the thing to make all in 1 package defense is good
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Just double the free slot requirement for Rack LMGs. Inf could pick up a 2nd LMG on the field if they find one. :-) really just this |
In my opinion, doctrinal-wise, mostly everything in Here is recommended, although my opinions about the infantry/clown car/HT combo call ins have changed since I last made the thread, except for the Lend Lease one. that one is still the same. seems a big buff for Soviet and nothing for Wehrmacht like good vet 1 for green too
And no if you want lend and leas like that make m4c tied to tech or it would be too op |
Off the top of my head, I can also think the following:
- Sappers being unable to upgrade both Sweepers and Heavy Engineers at vet3 at the same time (however, they can do both at vet0, vet1, vet2)
- Churchills/Comets can throw grenades on the move, if you know how to
- Otherwise, it's impossible to cancel grenade throw on these tanks, making them sitting ducks for 3 seconds
- Commando smoke grenade actually prevents them from using stealth
- Commando ambush sprint will sometimes prevent them from using their weapons, even after stopping
- Commando ambush will, sometimes, even trigger mid-combat
- UC Vickers_k gun is uncontrollable, even though it's the only gun that suppresses
- UKF can't call in new sappers if their T2 is destroyed (they can only make new sappers out of T2)
- Firefly Tulips will also stun infantry (if they don't wipe it outright)
- Vickers suppression is way too low vs yellow cover
- Anvil Airburst shells have no travel time; i.e., they can land instantly the moment the flare is fired
- Anvil advanced warning (territory point LOS) doesn't work
- Hammer vehicle sight will fail to refresh the sight duration if the vehicle was "visible" when hit
- Churchill Crocodile turret gun is uncontrollable. Even though the gun is actually decent vs infantry, It seems to prefer attacking vehicles, which it can't hurt (due to its pathetic 80 damage).
- Churchill Crocodile has a 2nd, hidden, flamethrower weapon which is uncontrollable, and has been untouched by nerfs (high rate-of-fire, long range).
- Tommies/Sappers/Commandos get 3 different types of Bren guns; but only if they pick them up from the racks. Picking a Bren up from the ground only gives access to the Tommy version
- Hold the line is both bugged, and extremely OP if it ever manages to trigger
- Artillery Regiment perimeter overwatch has no chance of ever working (guns need to reface to attack). Better disable the ability to prevent accidental loss of MU due to a missclick.
- Bofors will continue to barrage, even if the garrisoning squad exit moments from the ability triggering
- Command Vehicle ability will become permanently unavailable if the previous command vehicle gets abandoned (as opposed to getting destroyed)
- Tactical support air supply will, very often, drop the AT gun at an inaccessible location, when used inside the base sector
- The whole, Vanguard glider shenanigans (can't call in new officer until glider is destroyed. Can't call in new glider if previous crash-landed, etc)
- Glider entities occupy a massive portion of the screen once destroyed, making selecting units inside that area impossible
- Brit medics (like USF medics) will, sometimes, stop auto-healing nearby injured troops, making them a pain to micro.
- Airlanding officer charge is so damn OP that its stats have to be a bug. Right?
Obviously, many of these abilities will have to be toned down to make them balanced, once they are fixed. However, bugs are annoying, and they drive people away.
but aren't those feature? :romeoHype |
Its not against Unit Preservation, you still get punished heavily for losing 2 vehicles, all the time, vet, would be gone
Think of it as Soviet Health Insurance, with a deductible pay of 300 manpower, 100 fuel and 2 vehicles.
yea but it incentives reckless move and suicide attack |