getting flared is just annoying, more then it is overpowered. This includes the British one too, they both need to be reworked/replaced. |
The proposed changes are minor changes. The one that does stand out is the flamer with sweeper option. the rest are just to make things a little more munition friendly.
for the people talking about sturms starting early game making them oppressive, it wasn't just the sturms, it was also volks coming in fast in large numbers to support which has now been nerfed for the sake of USF (the only faction that was struggling against it). OKW is no longer oppressive early. If your issue is a strong unit at the start, then im surprised none of you are talking about infantry sections, that will stomp every single axis unit in the early game, at all ranges. |
Why change Rifles medium damage, it actually gives them a place now where they can excel. Finally stopped complete sturm bum rush re eches and the first rifle squad with sturms and winning 80 percent of time, now rifles can actually drop models when in proper range. Even now you have a good chance of rushing a lone rifle squad with sturms and unless rifles drop at least a model while they are running and then get to your green cover you lose. They have always had better medium range dmg but it never worked on rifle because of them almost always losing a model or 2 vs long range volks and grens. Why they did it in the first place.
learn to read
M1 Garand near range from 6 to 5 (was 3 originally)
Its not going to be the same as it was previously. tbh they shouldn't have even be buffed in the first place. |
tbh, was hoping for Infantry sections to be nerfed a little more, they currently dominate axis inf both in and out of cover |
That would completely brake the game. No thanks.
ofc, the base stats can be changed or how about they come as 4 man?, right now something needs to be done. because by the time they are available USF has so many inf on the field due to riflemen and teching/ free squads. |
overall, some incredibly good changes however, i can see members on the balance team going to veto alot of this as they usually do (from i heard). Only things i disagree/suggest with below,
OKW
Panzer 4 shouldn't come earlier even if its the OST version, this means OKW gets the best of both worlds because they can just upgrade it later to the J version. U get ur med out later because its one of the best MED's in the game.
Falls dont need changes, they are very good already and hit the field earlier then obers, so ther is enough insensitive to choose them. Not many people go falls because the overall doctrine sucks.
USF
Paratroopers. (Airborne Squad)
Right now paras are excellent AI inf but they come too late. It really would be nice if USF can get these units available at CP1. Ofc, ther upgrades might have to be locked bh tech or something.
I pray your changes will make it.
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Can anyone who's opposed to schwerer changes explain to me what would be the problem with it having a popcost? And making the gun optional?
Same goes for brit base howies, you could even move some of the tech cost to the flak gun/howies since you're getting less for your buck
If it's too big of a change so be it, but imo it's fair and it only gives more flexibility to the player
because out of all the factions, OKW struggles the most for popcap. And if it does get pop capped, its guna need buffs such as being able to manually target and attack ground. if u add only pop cap and nothing else then the risks will far outweigh the reward. |
only the maps need to be slightly adjusted. No need to nerf the gun range because of it |
can be hard to deal with in 1v1's but piss easy to destroy in team games. Adding pop cap could be an option and if its destroyed you dont have to re purchase it to get tanks thus, removing some of the risk factor to compensate but idk im thinking out loud. |
Raketen are hands down the best AT, partly because of the retreat. They should have the retreat and the ability to camouflage in buildings and such but their models should drop down faster. Even when I flank the raketen with 3 infantry sections or rifleman with bars, it still survives with 2-3 models.
It should stay the best AT gun but it needs to be a bit more squishy. A lot of times you'll see 2x raketen camouflage (or not, YOLO) or just straight up get to the front of the front line and take out your light/medium vehicle that was unlucky enough to fire on something and give away the position (or ground target if lucky)
what absolute nonsense, no way in hell is the rakenten the best AT in the game. Its definitely better then other AT guns when it comes to surviving small arms fire but other then that no way in hell is it the best AT gun in the game |