it's an effective damage dealer , it just doesn't kill as fast |
>My personal issues with UKF
exactly, personal, not in the balance section |
Besides slower setup/teardown and lesser range, the USF Mortar suffers from worse AOE distances that reduce overall damage output, and unlike the Ostheer mortar the barrage offers no improvement to scatter. I just can't justify building it on the basis of anything other than free smoke, and would never build one if I develop towards grenade techs instead.
In the context of 3+ MGs being suggested here I suppose it could be useful, however, though still more as an anti-garrison weapon as the barrage is not reliably capable of killing or sufficiently damaging (so as to incur a retreat) a MG crew out in the open IMO. Last time I bought the bullet on building double mortars in a 2v2 we got rolled and both mortars ended up feeling pretty useless with maybe 1-2 kills between them, despite heavy MG useage by Ostheer player.
If you can stomach the fuel and muni costs I'd say grenades are a more reliable investment most of the time.
sorry did u expect an added unit for no draw back at tier 0 to be equal to a tier 1 unit ? Cause if so let's remove bunker from gren and add rifle at tier 0 for other , obv this will not make osther op |
Doesnt make sense? This will further nerf Wehr already weaken combine arms play. Considering Allies fast packup and 6 man survivability and even on field reinforcement.
I would love to counter allies HMG with mortar by this suggestion but no, it will affect Wehr more. barrage has a cd u know ? |
just make the mortar barrage better, it will not impact infantry unless u are a noob and camp |
u have a tier 0 mortar, use it |
Miragefla tried that a while back. He gave the leIG a 7.5cm "hollow charge" ability for 30 munitions that did 80 damage, 50 range, direct-fire. Our testing concluded that it was inadequate as an AT tool and the idea as scrapped; hence you have the 270MP leIG you have now.
Personally, I would put the IR Halftrack into Special Operations (replacing artillery flares), and give the Battlegrouppe HQ the Sdkfz. 250 Halftrack. Start with a clone of the Ostheer version and adjust from there.
Because the Panzerfusiliers were reworked, I do not believe that giving T1 an AT squad would be the best course of action (as the roles would overlap).
maybe make the 250 half truck upgrade to mg 34 - light at gun - or mortar ? like the panzer elite had 3 250 variants |
They cost more and preformance difference with grens is not much in cover, out of cover they are worse. Their price also does not change after they bolster.
again they are not worse out of cover , only on the move , they beat gren out 9f cover |
I think for the cost and getting their nades and lmg,s and punishment out of cover they are slightly up.
Your pay for a 5 men squad but get 4 men until you pay more. The 2mp less reinforce cost and sandbags dont cover that completely.
nope u pay for a 4 men squad not a 5 men |
Ok. Having read all the above I feel there should be tank destroyer category for tanks with damage inflicted as the % of health of the hit tank (light vehicles excluded). This would be so much easier to balance. just so u know, increasing damage to 200 and reducing the reload would achieve the same thing as it would still need 4 shoot to kill a medium 640 hp tank but 1 less for panther and anything above |