Change tank RNG with a penn/distance/armor eq.
Armor + (distance/scalingF) =< penn*modifiers --> dmg if true
scalingFactor because distance units may not correlate to actual penn/armor values, and modifiers for the attacks like HVAP for M10 I.E. to secure a penn shot at max distance.
This way, some TD can become the most reliable to get tanks from far, but if its armor is not that big, they can get countered too. Kiting is the best tool to get secure tank kills. Ambushes too. RnG tank brawling will become a thing in the past.
Rear armor hits could do +50% dmg. If not its lower armor makes them easy targets
I think RNG based penetration is the only think keep Heavy tank at bay in current game.
Based on your suggestion, the enemy could bait you active HVAP then retreat (a Panther could do this easily), and start full assault during HVAP cooldown. |
I think you guys should build MG or at least fighting positions.
And placing some mines, it looks like the mobility of Panther caused a large problem here. |
I believe this changes is designed to prevent some ridiculous builds like LT-M20-M8-M8-repeat...
If there are more than 2 LV on the field, 2 Pak40 are just not enough to counter them.
Anyway, I think they change ATG to Pack Howizer is reasonable. |
OP: MG42 is fine. USF MG is fine. Vickers is weird (+dmg -reliable suppression). MG34 suppression is fine, dmg is meh. Maxim is underwhelming but hey spam and has anyone seen a DHSKa ?
Vickers is good in early game, usually 1 HMG vs 1 Infantry case, since Vickers can kill several enemy models before enemy retreat. But in late games, usually 1 HMG vs 2 or 3 Infantries case, Vickers is trash. |
The Vickers (like so many brit units) has some of its vet tied to a stupid worthless gimmick. Better in buildings? Waste of vet. And therefore it scales poorly, especially in team games where indirect starts to become king and buildings are a deathtrap.
Infantry Section can build trench, so Vicker’s vet is useful for Brits. |
I think there should be some adjustments made to be the southern church in this map. This building is too durable, and there are too much bushes around it. Last time one USF player put a squad of flame thrower AE inside building, and I really have no good way to drive it out as a OKW player. |
What a u talking about?
did u see King of the hill league?
all okw players choose scavenge doctrine and spam JLI
That's because Overwatch Doctrine is banned in this season's King of Hill. And no one build 3 or 4 squads of JLI.
So two squads of same unit is called spamming by your definition? |
I like these changes. But the armour increasing looks like a little over-buff to me. It may make 221 too good against USF.
I have tried several rounds with 221, it is still fragile. So I think the armour increasing is fine. |
I like slight change better than overnerf. And I think JLI's current price is fine, since without G43, it has same combat potent as Pathfinder.
The problem lays in Overwatch Doctrine, this doctrine is too versatile comparing to other doctrines. That's why we never see JLI spam with Scavenge Doctrine. |
221
Cost from 220/20 to 220/15
Radio upgrade fuel cost increased by 5
Penetration from 1/1/1 to 1.2/1/1
Vet requirements reduced by 15%
Armour increased to 5.4 from 4
I like these changes. But the armour increasing looks like a little over-buff to me. It may make 221 too good against USF. |