Maxim spam will always be a thing if the player goes t2 because cons CANNOT hold their own against their similarly priced counter parts. It can be (and IS) a trash tier MG but if you don't want to use penals it is your only option and it's so trash that if you don't not move multiple together they will get over run frontally. It's a self realizing prophecy:
The maxim is spammed so let's make it trash, now the maxim has to be spammed. Repeat into worthless piece of junk that is worth more melted down as okw than captured. |
Imo the issue is that the pak howi acts like a mortar and not enough like a howitzer. It's more of a pak mortar+. The barrage range is such a bonus that having good AA as well seems over kill. Perhaps if people AR so worried about micro, reducing the ROF significantly and lowering the cooldown on the barrage might help. The usf already HAS a mortar without the need for another one that can barrage at double the range. It just makes unnecessary overlap |
Whenever a B4 howitzer wipes squads (on retreat), I will just say "Just dodge it you noob" from now on
I mean... To be fair if a B4 actually hits something it's complete RNG. the stuka hits within a line the b4 hits within a circle
Last game I played actually the b4 missed 8 times before one shot hit my P4 and it only did that because pathing said the only way straight back was to do an 11point turn halfway through first.
Luck=/=reliability
If anything changing the AOE makes it MORE reliable, which is better for both parties. |
The strength of each rocket arty is also its weakness.
Allied arty has scatter so that you have no idea exactly where it's going to hit... But neither does your enemy.
Axis rockets go where you tell them to but if the enemy figures it out they don't do anything at all.
That said, I think hit and wipe or miss and do nothing is awful design and am in favor of Widening the far aoe and tightening the close aoe to the point that more or less the entire area within the target strip takes damage, but only at 6 precision points is it likley to wipe |
...and you get 1,5x T34 for 1x KW-1- > Nearly same health, earlier timing, less armour much more damage, speed, accleration and utility.
Okay lets turn it around. Would you leave the KW-1 exactly as it is because you say it is balanced (including timing, population, 1/5 doctrinal spot and cost of course)?
Except you can't buy half a unit...
I said previously that a buff to the hull MG would go a miss but I'm arguing against the fat that the tank is worthless and most recently against your claim that its durability isn't a valuable trait including acting like a 30-40% chance to bounce things that the t34 cannot bounce is underwhelming. |
Wait you want to buff tommies?!? Or is there some other nerf associated with this suggestion?
Cause holy hell they do not need a buff
Take a look at who you replied to before you let your surprise at an unneeded allied buff take hold |
Shrek still has 59% penetration chance at max range, PAK has 70%. Thats not even close to your sarcasm of immunity or reflection. So just leave it aside please. Read my initial post, i proposed just small changes without touching health or armour. After reading that you may answer again please. Defending the KW-1 at its current spot is like denying that Ostwind was a lackluster before the recent patch. Its one of the worst tanks in the game.
So a 30% and 41% chance to bounce dedicated anti tank units. For the sake of comparison, since we have established that the kv is just a more durable t34 (going by the 160 more health AND 0.8 damage modifier) what is the t-34s chance to bounce those dedicated AT units. It sure has to be pretty close to the kv-1 for there not to be any advantages over the 34 right? I'm betting the t34 is going to bounce the pak 20% of the time and Shreks 30% cause if it's anything lower, like say 0% chance to bounce coupled with the significantly less health I think id pick a kv-1 when I can afford one simply die to the undiniably improved durability.
But of course it HAS to be closer than that for you to down play 30 and 40% chance to bounce dedicated counters. |
That a KW-1 will beat an Ost-PZV frontally doesn't mean it is better. Don't put them in a bubble. A different example for you: A T34/76 will beat a Ostwind for sure, that does not mean I would pick the T34 over the Ostwind.
KW-1 will be eaten by PAKs and Shreks because of its low AI damage and low mobility. A PanzerIV or a T34/76 is a better investment because of earlier timing, less cost, way better damage and kiting versus infantry and a lot more flexibility/mobility overall. At its current performance KW-1 doesn't deserve to come so late. Moving it from call-in to tech without changing it was a mistake, because the tech skipping call-in was its big bonus. But I don't want to change its timing at all just give it a little more AI and some special utility as stated in my first post. It is an T4 heavy tank after all (although the cheapest and worst one).
KV1 has a better chance to bounce Shreks and packs than almost any allied tank in the game...what do you want from it here? Immunity? Reflect damage back at the enemy? |
There's definitely things wrong with Tommies, but those are central to their design goal of being broken strong to sell copies of the British forces. Things like "1 time upgrade for cheap as fuck to heal you and amy/every squad in an AOE anywhere on the map while on the move, for cheaper than Ost bunker medics or okw 3 use static med crates" to "1 time upgrade that adds an extra man, kinda like conscripts does but this doesn't take up weapons slots which is a good thing because that weapon rack over there has 2 lmgs with their name on it"
There's nothing wrong with strong early game rifle infantry (they can't chase to save their lives) but their ability to crank up the pressure mid-late game by out gunning and out lasting is simply madness.
If some of their upgrades took up weapon slots I think they would be much more balanced. Extra man will cost you a Bren slot so choose wisely. That medic kit will cost you a Bren and the ability to get 5 men bud, chose carefully! Vs "I want it all and I want it now...." |
To OP for strategic variety.
Call in units are there to offer something a faction does not have. Look at other call in vehicles: t34/85 is bigger and better in every way, but at a cost. M4c is AT specialized and more mobile (and more expensive) kv tanks are more durable and The 2 and 8 are specialized. Is-2 and isu....
Ost has stubby p4 with an aura, stubby stug too both AI variants of THE GP tank. Puma being a light vehicle counter not available elsewhere.. Tiger and elefant are nothing like anything in their core
Okw has the command panther, which is contraversial since its a better panther that doesn't need tech but apparently it's there so that the faction is competitive without having to fix its faults. Then there is the sturmtiger, and even the regular tiger which is quicker and cheaper than the KT. Hell the 221/223 are also super unique to the faction too
USF has various Shermas that are AT focused or more durable and better on the move. Not a direct replacement as they are specialized. Then there are all the lights, halftrack and what not that again, are nothing like anything in the faction
Then there are the brits, valentine can fill the role of a possibly skipper AEC, but even then they preform differently as the AEC has the snare built in and is less durable and now the M10 that gives a mobile and cheaper alternative to the firefly. Not as good of course but different and allows for new gameplay from the brits
And you want a cromwell clone with switchable shells. It doesn't get more exciting than that! Damn near identical armour, mobility and AT with a better AI shell. You want an entire tank for what could simply be "cromwell can now use HE shells" but not only that, you want to remove strategic variety for it.
I propose that guards be swapped with conscripts that can throw molitovs without the tech! That's how this complaint feels... |