I have to agree on this one. This ability even though it costs 70 ammo it allow you to smoke support weapons and sprint to it before they even react. That with grenade upgrade or rangers with thompsons will wreck any team weapons on the field.
This ability is too potent to be abused. It should be changed.
Granted, once you apply a grenade or upgrade to rangers that climbs to 100mu or more which is a cheap off map that could do same. |
I don't think people forget about it. I think people weigh the cost of healing a small squad, weigh the risk of trying to keep a small squad with a reduced model count on the field and elect instead to retreat and heal via med bunker.
5 munition cost allows it to keep a small munitions bleed but be cost effective enough to be worth using on the small squads-although 10 munitions could still allow it to be decent. If it were available on squads that it would have greater benefit to such as guards/shocks/Pfusiliers the cost would need to be higher.
You don't use it on a squad that's beat up and missing a model you use it on a squad that is beat up and not missing models. It means that squad that just took a near miss from that mortar doesn't have to fall back, or that green cover MG that is holding your flank doesn't need to leave a hole or that AT gun that CAN'T retreat and just took the splash of a sherman HE is still ready for when it comes back.
5mu to heal any squad anywhere on the map is Ludacris. Taking damage should be impactful and 5mu certainly is not. You could heal 4 squads for the same price the Soviet pay to run and yell once, you would need to heal 5 times in order to cost as much as the new DIRT cheap pgren g43. 5 squads... That's not muni bleed, that's a joke. |
I tested the bunker and it's meh. 300 mp for a bunker that can only give you radio intel in decent area. Flare for 60 ammo has a range of 60 which to use it bunker would have to be build on the front line. Personally i feel it as a useless ability, not to meansion that bunker doesn't really fit the theme of tank reserves. The slot should be filled by the ability that can mainly inpact tanks or even just support infantry. Smartie suggestion sound fair. You can also add:
- radio silence - it fits the theme of tank reserve division that fill the gap on the frontline, makes quick counterattacks etc.
- ambush camouflage - all tanks can use camouflage when they are static (works same as in soviet tank hunter commander). Gives simple buffs in first shot. Again that fit the theme of german tank divisions moving behind the main lines hidden from allies aircraft like in Normandy.
Bunker in current form isn't temping to build in any gamemod.
Another things i notice:
-icon for OKW p4 J available in new commander and basic Ostheer P4G is the same. It wasn't a problem when both tanks where in diffrent factions but now it's confusing. Can be change it and give it a cross symbol on the center of icon like TigerAce has it?
- Pio after breakthrough upgrade can be upgraded with flame or sweeper. Dunno if it's intented. If yes then it makes sense why upgrade doesn't have icon but if not plz give it some sort of symbol.
Since the radio intercept is kinda bugged for audio on Ost maybe slap that into the observation bunker as well with the text info. Sure you gotta build it instead of a passive like the Soviet but it would fit into the bunker theme and really make it attractive. |
Not matter what changes Pgs get their reinforcement time need to go down and in line with other infatry
I wonder if it's possible to tune their reinforcement time to be quicker from a halftrack (maybe tied to their vet 1?) could be neat while also maintaining a sort of punishment for taking losses while they are coming earlier. |
so build more gren 1.0
4.0 change is terrible
Says you. They are more accessible and more role oriented than they ever have been. The fact that you think giving them an mg42 is the way to "fix" them says you have not even the foggiest clue as to how they are supposed to be used or what their job is even supposed to be. |
PG 4.0 change is not good
The problem of PG is not build timing
grenadier is more cheap, utility and have long range weapon
just reduce some price and add LMG upgrade (need unlock phase 2)
Kind of awful change would that be?
Might as well remove them instead of making them grens 1.5 |
I didnt understand at first why you are touching rangers at all with that MP reduction. Now i see that it was just introduction to make rangers into even more generic and lacking squad.
"Rangers are having their received damage modifier removed as no other infantry unit in the game has this trait"
No other infantry squad has insane crit value on their rifles together with ignoring cover and sprint, when are you removing these "traits" from JLI? What a bullcrap argument to make squad with frag as their only "utility" stand out even less.
Whine much?
JLI have their balance issues but they are completely irrelevant to rangers issues furthermore while JLI are the best snipers around, they are not the only ones to possess this trait,all 5 factions can field a unit that inflicts a death crit one way or another. |
If you want grens to be scaling on pair with much more expensive infantries packed with resource heavy side grades, I hope you're ready to give up all of the potency of HMG42 to bash it down to maxim level.
The issue lies in the ability to dump resources into the unit and dumpster the competition while the enemy is limited to a single upgrade. The problem is a design one. Why the brits even got a better version of American weapon racks with double arming AND the ability to bump their durability by 25% is simply nonsense. One maybe could have argued it when they were designed to bleed, but like 3h after launch that was changed so they bleed less than grens |
Give me alternative ways and tools (for early-mid game) to deal with :
a. massive infantry blobs
b. bunker spam
c. machine gun spam
and now give me an alternative (for late game) to deal with :
a. 80% possibility to get ran over with mediums while my Jacksons can't bounce a single shot
b. a way to deal with the moving fortresses called Axis heavy tanks
c. and finally a dedicated heavy tank/brawler for USF
Also teach us how to use telepathy to immobilize enemy tanks as UKF without snares.
Jackson is a glass cannon, meaning that you can even use infantry to take it down.
Pak Howitzer is inconsistent, .50 cal is fine as it is, besides, it doesn't pin infantry in time, so you can take it down frontally, and WC-51 is a doctrinal vehicle that needs munitions to get a machine gun, and its job is to put some more pressure in the early stage of the game. Also, the same way you can shoot and damage a vehicle smaller than an APC, the exact same way you can damage this little thing.
You need to update your game mate. The pak howi is a monster, UKF have a snare and the Jackson is probably the most survivable allied TD due to having all the tools to survive having below average health but... Not having below average health. |
Armor seems to do okay for shocks, and they don't even have good RA with vet like pgrens. Damage Reduction is not great for the game IMO, it fucks with all of our instincts about what damage things should do. I'd rather Rangers not have that ninja RD modifier, and I even wish the Command P4 had a different bonus.
Shocks have 6 models though so each one won't receive as much fire as any pgren model. The problem with armour is you either notice it or you don't. It could solve all the issues with pgrens one engagement and fail to do anything the next and they still don't have the models to be able to tank that loss and pay it forward.
If we're going to make pgrens more durable we shouldn't half ass it by making it a chance to possibly be better. |