Wait, is that really a Deutche Bank branch?? How bloody old is that bank?!
This one looks like a painting.
Russians using a Bofors? |
Top5:
1- Changes n nerfs to USF mortar
2- Better/spread out formations for 4 man squads
3- Impossibility to double LMGs from racks . You can still get double LMG by picking them from ground
4- Overperforming veterancy levels with ez ease of use. Vet3 RA on rifles, accuracy on Penals, reduce reinforce cost on RE and passive suppression on Obers are some examples. I'll add here that the vet3 increase range on AA for mortars was a bad "fix" call.
5- OKW: remove cost from medic upgrade. Instead, give a research cost to T3 (Schwerer) which enables both the gun and further units (PIV n PV). Makes getting Obers n JPIV faster. PD: cost to deploy could be a bit more than half of it's current cost and the side tech the rest + the current medic cost (keeping total tech cost equal as of now).
PD: or improve handling of SP medkits and/or allow a secondary medic upgrade at HQ.
Then you have a plethora of smaller or bigger changes to units and abilities across the board. Things like make EFA vet1 ability great again or buffing units which have been obsolete for quite some a long time (the Su76/Penal treatment). Doing an ex with both WFA to appease the "famboys"
OKW: Heavy fortifications, LeFH, Emergency repairs, Panzer Commander, Zeroing arty (cost), Sector assault, Hetzer.
USF: support weapon drops (mp to muni similar to UKF), Fire up!, Airdropped combat group, M3 Halftrack, Greyhound
Some fine suggestions there lad, fine suggestions! |
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Guys, I know it's Australian nature to shit post, but recon we can tone it down a tad?
Back on topic, I still dont understand why they gave the USF a mortar... It was one counter the Wer had against them
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This was in the game when OKW released, and was removed ~1 year ago I think as a ninja change. Since Relic is hard to gauge, could be a feature, might be a bug. I give it 40% odds its a bug.
+1
That shit was waaaay OP on enemy squads
when I went looking for the stats on it I only noticed the officer squad had changed target priority(not received acc, if i remember right. I wrote that 4 months ago and i prolly forgot.)
soe veryone nearby would shoot at him even if they were shooting something else..IIRC!!
now someone like smith or cruzz prolly know/saw something different but thats what I remember...
Can we check if it's broken or not? I have a feeling it's just a useless gimmick now
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Sorry buddy, but too many of us are die hard fans, Wermahtboos, or simply have too much time and money invested into this game to boycott now.
If you said this from the release of the game, sure; but it's been > 10 years now |
Well, times have changed.
Axis no longer has the luxury to sit back and play defensively throughout the game, otherwise they will be annihilated by artillery.
If you examine the OST roster there is a huge gaping hole about which unit should be able to do the flanking and threaten overexposed artillery pieces. Why not give Panthers precisely this role?
If 2-shotting the Jackson becomes to much of a nuisance, we can buff Jackson HP to 520 or something. The Panther still has to compete with the Firefly and the SU-85, both of which have 640 HP. Picking Elefant every single game is both boring and cheesy.
Well said Smith.
I can see why they promoted you to Strategist |
Pathfinders
This.
For me it's artillery, be it the LefH or the ML |
Multiplayer standalone?
I was confused by that too - as I have found no other versions of the game that I didn't hear about before either, my assumption is the term would refer to players that only own some or all of UKF and WFA's factions.
I think they meant they will ship the game seperately from now on, MP and SP/campaign will be different
Who was silly enough to expect actual balance changes?
I know right?
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AVRE shares the highest HP of any tank, auto reload, isnt easily abandoned and taken, and has faster reload than the ST.
Also it can shoot over shot blockers. Also costs less fuel
+1. I smell an Allied bias
I guess the small range of it is what kills it bc easy run away. but the ST is more powerful
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FlakHT is an awkward unit and fails against blobs and anything you throw at it, because it's shoots only when static.
Anyways, OKW has lot's of problems.
Agree on awkwardness and OKW having problems, however if you take away the FlakHT, there goes mobile AA for OKW, meaning its GG if the allies get strafing runs.
If anything the infraHT should get replaced by mortar.
I'd prefer to see the Flaktrack not suck, but this could work as well I guess.
+1
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