They arnt bad, just not in meta but cause mediums arnt in meta. Things are a bit skewed with the very strong allied infantry and TDs making the place that the StuG shines somewhat vacant. |
Thread: IR Ht5 Aug 2019, 18:22 PM
Yes which is why it should be deleted from the game.
NO don't fix the bug just remove the unit.
The zis sometimes freezes. What will Soviet do without an AT gun? Or what about the mortar glitches? T2 Wil be pretty empty with only the maxim.
Or MAYBE we try and fix bugs instead of the absolutely awful idea of removing the unit eh? |
Thread: IR Ht5 Aug 2019, 15:40 PM
Since the infrared detection is bugged, how about changing it to a timed sweeping focus sight ability (with reduced range and angle compared to IR detection) that costs munitions (when used it would also reveal the location of the IR ht)? Basicly a walking recon plane.
Or would it be unbalanced despite the nerfs as now it would enable support strikes to be launched?
Problem with proper recon is that it makes things like arty even stronger,especially in team games.
I wonder if it could have vet (passive with a bit larger radius than officers?) and earn different sweeps that cost munitions for a timed sweep. Kind of a pak howi of recon |
Thread: IR Ht4 Aug 2019, 21:52 PM
well ok like that sound balanced enough just don't make it 10 munition x second
God no that would be too extreme for sure.
I think the Soviet one was % based so maybe like 10% decrease while active? Not substantial but enough that you won't want to leave it on all the time? |
they are built in weapon upgrades, OKW has the most expensive tech cost of all faction, especially thanks to the minus 15 fuel they get from the start
simply put they are mandatory package (especially that -15 fuel from the start)
this is a thing since V coh (allies get side tech with the option to rush, axis get packaged deals but can't rush, and they can't skip them)
If they are included in main teching they are not side tech.
By definition. |
Thread: IR Ht4 Aug 2019, 21:40 PM
u know the new commander for osteher does it for free ?, hell the lfh + jli commander does it with base trucks
nobody is gonna buy a unit that to function u have to pay with pop cap, forward pay of 200 mp and 5 fuel and constant munition for worse soviet mortart flare
Except it doesn't.
I'm suggesting it works EXACTLY as now, but turned on/off with a muni deficit.
Also what happens if I'm playing okw (as in not the new ostheer commander) or want to play one of the ~8 other commanders? How do I get the map hax and the sturmtiger?
Also those commanders and the irht use different mechanics |
Thread: IR Ht4 Aug 2019, 20:17 PM
I also think its durability shouwbe reduce. Like a katyusha which costs 90 fuel or panzerwerfer or walking stuka all die with one shot. Why this half track is able to escape with only 5 fuel cost? ????
Some of the suggestions of Hannibal are good.
Think of soviet vehicle detection. It only makes visible on minimap.takes a good amount of munitions and is only workable in some radius around infantry. Now that ability is not broken. This IR halftrack in its current form needs some revamp.
On the topic of "think like Soviet ability" I think I would rather it be a toggle, that puts a drain on munitions like Soviet self repair used to. Bring back the design of "strong abilities but strained economy"
Make choices a thing again.. |
Thread: IR Ht4 Aug 2019, 20:14 PM
just increase goddamn rakatenwerfer range at vet 1 take away stupid camo speed buff and we are golden
You shouldn't require vet to make a unit usable.
I'd sooner take away retreat, and make it's camo ambush camo that doesn't allow it to move but increases its range and accuracy attacking out of camo. |
MG-34 is just fine. If you were to implement any buff maybe a small 5-10 MP reduction is about all I can think of.
The maxim is bad but I don't think it's so bad that you wouldnt grab it if you have a free squad. At the minimum you can park it in a building and let it die so you deny a VP for a few mins in exchange for 75 mp, and at best you can use it as a standard mg with somewhat gimped stats.
Meh, manpower bleed is a thing, if I have to reinforce 3 models to recrew a maxim and hold that in pop cap when I could be using a squad that has bullets instead of blanks (and judging by the lack of Supression the enemy knows its blanks too) I'd rather melt it down as the okw or just destroy it as ost knowing full well that they paid as much for it as I did my mg42 but they have no hope of recovering the weapon |
lol 1) trucks are the side tech 2) they are way worse than IS 3) their vet is worse they removed any bonus they had at vet 4 and 5 left them with healing at vet 5 and bonus sight at 4, they get a grans total of 23% RA and 30% accuracy (cons for example get 40% ra and 40% accuracy)
Veterancy 3 received accuracy from 0.9 to 0.86
Veterancy 4 weapon cooldown and veterancy 5 accuracy bonuses removed
Veterancy 3 self-healing moved to veterancy 5
Veterancy 4 sight bonus now requires the unit to be in cover
Trucks are not side tech. You can not skip trucks. Medics and repair lads are side tech, weapon racks are side tech, bofors/ AEC are side techs.
You can't count steps of teching as side techs. That's not how it works |