A bunch here thats just not true. First of all the vision radius is much larger than the point itself, I loaded up a custom game real quick to show
Look at center VP:
Second recon is not situational. It's always beneficial, there's zero situations where its not. Even if only reveals a rear echelon squad, then you know you don't have to send much over there. Unlike every other time someone starts capping territory, where if they're a half-decent player they'll avoid the center so you wont know.
isnt that the whole point of the ability? to show whats capping so you can react more effectively against it? though i would for sure decrease the sight radius of the flare |
I don't think it's wildly gamebreaking, that's not what i meant to suggest. It just blows my mind that something like it exists. Its so hands free, and it's also literally free. Compared to other abilities that got nerfed its very surprising
ther are many things free in this game and this ability usefulness is situational. Most of the time it will just see 1 squad trying to cap but if your trying to mass a larger group for lets say a flank its best to try and play around the points to avoid detection. Btw ur poll needs 1 more choice to keep the ability as is |
I dont know if anyone mentioned this in this thread, but this ability is currently bugged. (shoutout to tobis for finding it months ago, here is the thread with a video).
The bug is once the flares are activated, it applies negative (red) cover around the point, for the REST OF THE GAME. It is never removed, and it is always there, forever.
Also I do believe having a small munitions cost for volks/sturms should be implemented, its the same thing for soviets... but perhaps it should be a bit stronger because it is a doctrinal ability vs the non-doc ability of soviets that also deals damage.
Perhaps after planting the flare, and it going off, it captures slightly slower? It would fit the theme of "overwatch" in a way I suppose, and would give a choice between upgrading units/mines vs the utility of the ability.
Would like to see a little more variety and an increase in the skill ceiling for free LOS and information, not entirely sure what that would look like. Either way, ability is bugged, and needs fixed regardless.
nobody is going to waste munitions on overwatch flares.
Though i do agree free abilities like this and radio intercept might need some modification, but rn its really a minor issue and not broken like the op is making it seem like |
240mp and 60mun loses to 240mp and 70mun.
Totally unexpected, especially after years of 250mp stomping mercilessly 240mp.
Another thing is M-42, how about putting its range back to 45, but reducing reload of canister shot(between 100 to 200% additional reload time on canister)?
I'm thinking here something akin to PE ATHT, which was similar unit in coh, except instead of ammo swap it had timed ability that made it from rapid fire low dmg weak anti tank gun into slow firing infantry sniper.
Rate of fire seems to be the actual issue with M-42 AI capacity of canister shot, so lowering that instead of range would allow the unit to actually use that utility instead of being forced to retreat the moment opponent gets in the range of the shot.
I believe as long as M-42 won't be able to outrange infantry, even at the cost of RoF, its AI part will never be used because it is too much risk over too little reward and RoF reduction wouldn't hinder single M-42 usefulnes in prolonged engagement and would diminish its potency when spammed greatly.
sorry but no, if grens cant beat them long range, are they supposed to close the distance? The long range is where the gren needs to exel vs cons. its been long agreed the performance between cons and grens are the best balanced, yet with these changes cons are guna be sh*ting on grens at all ranges.
I agree with your other idea of just giving cons the ability to upgrade, it will be alot easier to balance then what ther doing now |
btw new cons beat upgraded grens long range bh cover xD |
1. It might be the last patch. I've always had this idea Code of Conduct of incorporating these tips via mod, but the mod is not my thing. I hope if @Andy_RE wants to be able to add as a first page and then selecting the commanders:
will help new users and some users who are wild and who play without conduct.
2. And these are some small changes that greatly improve the game on 2v2/3v3/4v4 teamgames. Do not need many patch tests:
-Add, Put Away/Activate Minesweeper ability Sturmpioner to EngineerSOV and PioneerWERH.
In this way its durability in the field is increased.
-Add upgrade ultra repair hability to EngineerSOV and PioneerWERH.
Activated when you reach T3/T4. SOV/WERH sappers are very weak and it is very difficult for them to scale to vet2.
-Started unit swap; SturmpioOKW by Volk, Tommy by RoyalIng.
You should not gift units of 280MP or 300MP from start.
-Add Anti-aircraft Mode ability AAtruckOKW to all the AA's of the game.
This prevents them from being revealed in FOW units unnecessarily, which does not have AA properties like MG on turrets.
-Forward Assembly BRIT; swap Coordinated Fire by Brace hability.
Coordinated Fire is little used, but if it is put brace it will be used a lot, because it is exposed to the
harassment and artillery of the axis.
-Reduced or remove range minimum smoke limit to Emplazement Mortar BRIT
It is difficult to defend the emplazement with a brace very nerf.
-Remove paralize vehi/tanks. Riegel & M20 mines: Completely paralyze, so it's kind of senseless in this game situation.
-Remove Spoting Scope hability from ELE.
-Remove InfraredHT OKW.
-Reduced range vision in camo of Raketen, JPIV, ATzis.
The raketen is used as a cheap sniper, providing vision and a high defense
-JT one throughout the game (like TigerACE). If you lose him you can opt for the KT.
-Remove StumTiger critics own of abandoning vehicle.
-Raise costs MU; 1 flares 60MU, ArtyFlares 90, ReconCircle 90MU, ReconPass 60MU.
This will reduce the abuse of recon / flares and then rain of rockets
-WKstuka reduced damage as to Katy/Panzerwer, reduced cost from 100 to 90FU
Now the emplazement are garbage, you have to reduce the damage by projectile and leave the bonuses vs placements
-Maybe reduce FU Comet cost from 185 to 175FU, Ff from 155 to 145FU.
OKW vs SOV have good TDs, but UK are super slow as the Ff or do not reach that strength as the comet vs panther.
basically nerf entire axis faction into oblivion |
Like Partisans or Falls?
Only 1 cqc ambush unit has 5 men.
That same unit has the worst combat vet in game, getting lowest values for accuracy and rec acc.
falls are cqc? play the game mate i know you don,t but i didn't know your memory was this rusty. ANd please tell me how popular those 2 units are right now?
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I think you are missing the point.
They were given MP40s, because they are -not meant to- engage at mid-long range, because the squad was reworked into CQC ambusher, which also made it its own distinct squad that didn't overlapped with PGs.
You want mid range damage, use just buffed PGs.
then they need to be given a 5th man like every other cqc ambushing squad |
you guys are missing the point here, with mp44's they are more effective. They can still ambush very well with mp44's, but also can engage at mid- long range with them compared to mp40's. mp44's gives them more versatility |
they are awesome at ambushing (which is their intended role, not to throw them at enemy rangers on open) and not weak, they just need more microing to be effective
with 2 rifles and 2 stg 44s you would turn them to absolute shit. Into a unit that is not strong at long or short range and has very limited combat range.
what? and they cant ambush with stg44's? they are far more effective with stg44's and would have been used alot more if they hadn't replaced the mp44 with mp40s. Alot of the recent additions to them already make them unique from PzGrenadiers.
Honestly who ever thought of the mp40's upgrade needs a slap on the head. made a unit trash, all because they wanted it to be unique |