Its smoke ability makes it very hard to destroy without it hitting a teller mine or over extending. Making keeping it alive till tanks or till the end game not very challenging.
Puma does the same? Is it considered OP? i dunnooooooooooo |
How can you remember times when grens would beat guards, but not remember the several nerfs to g43s and lmg42s since they removed the possibility of being able to buy both.
Even with g43s and lmg42 thats still less firepower than western allies when dual equipping. I don't see the issue considering grens are very fragile and have weak veterancy.
Why dont they just unlock conscripts ppsh with t3? And replace ppsh in doctrine with dp28 for like 40 muni. Vet 3 ppsh cons are pretty good because they are so tanky.
Grens do not have weak veterancy... not at all. Can you go over what is vet 2 and 3 again? i believe it's increase in accuracy and receive accuracy.
And see? I was right... they only feel weak because of 5 man IS and 5 man rifles. You're not supposed to counter strong mainline infantry with more mainline infantry. MG42, sniper, and mortar are your friend here... which USF lacks all 3, UKF can't build mobile mortar, they do have an mg and getting a sniper is not an option if they decide to blob IS. If so, they wouldn't have enough MP for a vehicle counter and that's where flamer halftrack (not mortar) comes into play.
Getting cons to vet 3 is not easy. they aren't durable nor do damage like a rifleman squad so they don't vet quickly... you usually have to waste munitions spamming AT grenade to vet them lol.
I'm just worried if you give ppsh non-doctrine... some players will just blob cons until T3 and blob some more and that's no fun either. 1-2 shocktrooper squads are bad enough now imagine like 4 cons squads with ppsh... ulgh, i don't like blobs |
A single one is also way too good, as soon as vet bonuses are applied.
Sure, how about you scale down the lmg34 to the same damage as 1 m1919. Oh, how about letting it shoot on the move too?
While we at it. why dont we make all factions tech nades & weapons.
not just allies. then we can speak about taking away double weapons.
PS. double 1919s are abit retarded
Yeah, I'm sure Axis would cry for their rifle nades, incendiary nades and what not costing anything as a side upgrade.
Turn double zookas into an identical panzershrek. I'm down for that. lol, not gonna' happen. |
Good suggestion +1. It was only OP cuz conscripts were bad, and the weapons were better. Both upgrades have been nerfed heavily since then, and cons have been buffed.
Uhhh, cons vet 3 was buffed and their probability of instant death to flames was removed. Tell me what else have they been buffed with? They're still weak at vet 0, 1, and 2.
I don't see justification for giving 3 weapons to a 4 man squad while cons get nothing...
I do not think g43s and mg42s were ever nerfed... i could be wrong. I just think you're comparing them to the new factions and feel they're not as strong. If it was only OST and SOV... I don't think you'd be saying that.
Grens used to laugh at dp 28s and guards all day. |
If you let things go in the red, you act far too late :/
Never. You where the one comparing reinforcing on the fiend and FRP. I just gave you my opinion.
There is no problem with blobbing, unless you learn the game. And OF COURSE it does give you an advantage on larger maps, you just paid through the nose to have that opportunity. it-has-a-cost. Who the hell want a FRP on Arnhem Checkpoint?
FRP is a cool feat in my opinion. Never to be seen in 1v1 and very amusing in 4v4 where team-members co-operate to create strongholds and safepoints in cityfight. My heart litteraly beat for thoses moment when i launch a 4v4.
I just dont see the point to remove/nerf/buff it. I defy you to show me 3 replay 1v1 where FRP where the wincondition of a match. It never was a problem before and it was here like forever.
Kozo.
Uhhh no. FRPs didn't exist until USF/OKW were introduced. Yes, you are right, the problem is not problematic in 1v1s because the map is small.
And now i reiterate. If FRPs have no impact on 1v1, then removing it would be of no consequence. We did not say that we would remove the reinforce option. Reinforcing has been there "forever". You can still build forward reinforce points in team games and what not to gain a strategic advantage over a location.
So continue to argue that FRPs make no difference in gameplay please. You're just supporting the argument that it has no value and is not needed. Thanks. |
The Falls of your client version have a screck? or having a 50% off manpower cost reduction?
Fallschims have utility for the entire game. Tell me how often you see a partisan shrek squad survive for an entire game and it's utility after it's initial ambush?
I'd trade partisans for a fallschim squad anyday. |
Just another light vehicle that the allies have that makes OH rush tier 2 in the first 4 min to get an AT gun counter...
Better than the old days where OST never built T2 and just skipped straight for T3 |
222 should be changed as it's combat role is limited against anything not LT tech as it's easy to ward off with small-arms, AT grenades, and doesn't deal enough damage to properly harass units on the flanks, especially since its coaxial has such a limited traverse. With only 5 degrees of traverse, the coaxial isn't that effective against units up close, particularly if they're retreating and you're chasing. It's only really there to provide 50 sight and chip light vehicles which demolish it and can keep pace with it even if it tries to run. It should be an actual combat scout vehicle. The autocannon just puts it in too close against light armour that arrives shortly after the 222 before it can make a heavy impact while anything not a scout car pushes it away easily or kills it.
It should be between a scout car and a light tank.
-Armour from 9/4.5 to 12/6
-Cost from 210/15 to 260/35
-Health from 240 to 280.
-Coaxial MG now gains accuracy bonuses with veterancy.
-Autocannon far range accuracy set to 0.03 from 0.025.
-222 autocannon can now attack ground.
-Coaxial MG now has 10 degree traverse to the left, right, and up.
-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon range from 40 to 45.
-2cm autocannon now has x9 accuracy against infantry. (0.54/0.36/0.27 vs inf)
-Acceleration from 2.4 to 2.8.
-Veterancy requirements adjusted to match new price.
Now the 222 can harass infantry effectively while resisting small-arms. Furthermore, the range buff allows the 222 to kite other light tanks/vehicles rather than boosting the autocannon to insane levels against other light armour. At the same time, it's not dirt cheap enough to spam, still isn't impervious against anything above small-arms, but is a tad bit more tanky against the Allied light tanks which would thrash it in a head-on fight.
Soooooooooo, why do you think the 222 should be able to outperform every other light vehicle in the game? Then, also let it be able to kill infantry, scout, flank ambulances and get away, kill snipers, and AA. OST already has mortars and snipers for infantry counter and MGs to hold ground.
Why don't you just use a commander that can call in a 250 halftrack.. use panzergrens to kill infantry and panzerhrek upgrade it to kill vehicles. Stop giving a vehicle that specializes already in sniper counter, AA, and scout into an all in one package. |
All these complaints yet even with the AEC buff it feels like a real gamble to build a FRP as Brits, when I do it's 50/50 whether I regret it or not.
I can only think of a couple of games where a well placed and timely FRP made a difference, but then I tend to veto the large maps in 1v1.
The OKW flak trucks acts as a FRP I think? That seems to make a huge difference but it is organically defended and a tough blighter to kill. The Brit tent's placement seems like an art form, too close and easy meat to kill, too far back and has little effect, garrison bonus is only useful if you use lots of emplacments...
It might just be a matter of playstyle or a force multiplier for those who are rather better than I at unit preservation but there are a lot of things I would rather do with 450 manpower.
The main problem with FRP is not with UKF. It's USF and OKW who can field and sustain mainline infantry. |
I dont know for you but for me HT removes suppression... if you take the time to embark your units inside (a very unused but very efficient talent).
As for my part i prefer to have an ambulance(reinforce) than a colonel (FRP) because i never really need a FRP. However i need to lick my wounds on the battlefield.
Most of the time my units are suprpessed one by one. If two of them got suppresed by a single MG....Then i played very poorly and deserved to get one week at the bootcamp (i admit, it happens sometimes to my greatest shame).
Kozo.
HT DOES NOT REMOVE SUPPRESSION. You only embarked on it when it was under yellow. NOT PINNED (RED) SUPPRESSION.
YOU ARE NOT comparing the cost benefits of FRP at all. You're just stating your play style. When do you ever see a major without ambulance anyways?
The point of this thread is that FRPs increase blobbing, mitigates punishments for poor play, gives you an advantage especially on larger maps.
If what you say is "true", why don't you just agree to remove FRPs? If you don't use them, then you're pointless right? If you don't care about them, why even have them? It should not affect gameplay. However, I can guarantee you that there will be very clear results and differences in win/loss rates with FRPs removed. So keep arguing if you believe the removal of FRPs won't make a difference. |