To be honest the bigger problem in my opinion is the power spike when the extra LT squad + M20 + Stuart hits the field. Rifles before felt awkward and now them are worth their price.
what are u talking about don't u know that having a free LT is actually a draw back
You could try Molotovs on one tech structure, AT grenades on two.
Or take a leaf out of USF's book and put the AT grenades behind Vet 1. That works surprisingly well.
why not make the cost of molotov in tier 3 and make them unlock after 1 tier and then u keep at nade upgrade but penals needs the upgrade for at package ?
Yes but when would this upgrades be unlocked ? After 1 tier ?that seems early for Molotov and at nade ( for reference Faust comes at tier 1-2 for okw 40+ fuel or tier 1 for ost and nades come after 25 + fuel for okw or 65 + fuel for ost)
This is the strangest bug I've ever encountered in this game. Something is very off about the requirements for USF's Combined Arms to trigger for vehicles:
- It can trigger without other infantry or tanks nearby, even for the crewless Pershing. However, this only happens around the center of the map (atleast on Faymonville on which I've tested it).
- For a tank with crew, it can trigger in a wider radius around the center.
- For each tank with a crew you add, the radius at which Combined Arms triggers increases. Once you have 5 Shermans, you can be at the complete edge of Faymonville and have Combined Arms trigger.
It sounds weird, but just try it in cheatcommands. Drive around with a Pershing with Combined Arms activated and you'Il see it gets the bonus at moments that make no sense. For who doesn't know, Combined Arms is only supposed to activate when you have an infantry squad near a tank.
with LMG there is no nerf to IS tho, actually it mught be a buff, as before u had no overkill damage so lmg actually over killed models , now that the damage on rifle is 14 and they buffed the accuracy the lmg does not overkill as much