+1
I agree with Nekromag, rifles openig is reason, why I abadon USF play.
And the same for Jaggers and PanzerFussiliers. Non elite infantry would be from start.
Since when are Jäger not elite infantry anymore? |
Before you start giving examples and information, you should check if your facts are right or wrong before.
All units suffer penalties when firing into Fog of war (FOW). Rule of thumb is that it's a 25% debuff on scatter while i think there might be exceptions (IIRC and i'm not sure if it was fixed but Stuart had something like 300% penalty)
If you don't trust my word then this is a Cruzz quote
It would be good if you could edit your post so people who read it are not misguided.
I know that Cruzz wrote that, but I couldn't find a single data point backing that claim up in the game's files regarding mortars. I might still be wrong of course, but unless I see evidence to back Cruzz's word up (evidence I already looked for, so it's not like I am doubting Cruzz in general) this is the information available through the game files.
The only related information in the game files is based on accuracy, which does indeed suffer a penalty from firing into the fog of war. But mortars don't give a damn about accuracy, because their shot dispersion is purely based on scatter. |
Ah those good old days when you can instant-kill a panther
That isn't possible anymore in any case, as the Tulips's damage has been nerfed. |
The mortar will fire more accurately if a friendly unit is spotting for it (aka a friendly unit as a direct los to the the mortar's target).
It's why Axis combo : Ost's mortar supported by OkW units (Pios) are unstoppable by Hmgs outside buildings (or by nearly anything...). (on maps like red ball express, steppes and the like).
Thanks
The accuracy of mortars has nothing to do with a unit being spotted by other units - if you don't see a unit, the mortar simply won't fire (excluding the case where you see a unit that is damaging an entity of yours without you actually having LOS on it).
Mortars actually don't have any accuracy, that's the funny thing about this. They only have scatter, which randomly disperses their "shots" around the point they are targeting (e.g. a model of an enemy unit). This is combined with their AOE damage (which falls off over distance, with values for both the maximum AOE range, and the different damage zones within that AOE) to ensure that mortars don't have to rely on direct hits.
Regarding the original "OP" thing: Mortars could be balanced around dealing less direct damage but having larger AOEs. It could also be worthwhile to consider giving mortars a chance to suppress units for a short time, allowing their damage to be reduced at the same time (without reducing their general impact). Currently, the game is heading into the Company of Artillery-direction again, especially in 2v2s and above. This is not fun and adds nothing to the gameplay, especially when considering the differently performing mortars (which for the most part of a match will be a team's primary artillery weapon). |
or, have a longer main gun reload cycle after firing the tulips.
The Tulip-ability causes the main gun to reload. That means they are best used directly after a shot from the main gun, as otherwise you will have to wait a whooping eight seconds before being able to deal the crippling blow (the rockets alone are not that powerful). |
Shermans gets PzIV stats. E8 will be non-doc with Panther stats and price. Add some heavy USF TD with JagdTiger parametres.
If they get the same costs, I would even be all for that. Considering the cost of the Ostheer Panzer IV in relation to its performance, the Sherman offers a much better deal (being almost as good at dealing with medium tanks, significantly better at dealing with infantry, and having duct tape right off the start). And seeing as the Ostheer Panther is not much better off, I also doubt that many players would be happy about the equalisation of the Easy 8.
Over the last year, we have seen the tank superiority (what was left of it) on the Axis side being obliterated, with nothing in the slightest being done to make up for it. The Sherman got multiple rounds of buffs without any cost increasements, and the British tanks have been punching significantly above their weight since release (for the most part, the Churchill is the overwhelming exception to that). Hell, even the Soviets saw some rework to their tanks (with the IS-2 in the end receiving the same frontal armour as the King Tiger, while Tiger I didn't see anything but nerfs). The claim that Axis tanks are a better investment for their cost is a pure lie at this point - and the only exception to that in the other direction is the StuG, which is kept in check by its numerous downsides. |
Exactly. Storms G43 are now very, very decent if you don't have enough munitions for the STG upgrade. They get the G43 + they already have Kar98's stock.
The problem here is, that only one of the two doctrines with Stormtroopers has access to G43s. Considering that you mentioned (in the infiltration unit thread) that the assault rifle upgrade is still too high, I'm wondering why you didn't adjust the price on this their main upgrade, instead of one that isn't even available all the time... |
Nothing, I think they're wonderful.
This is a suggestion for the Winter Balance Patch modders. If they ignore it, I'll just harvest or rebuild the AT Satchel functionality.
That's what this is intended for.
Interesting idea, although I think that having to research satchels and charges for a doctrinal unit is a bit weird. It puts them in a similar spot to Stormtroopers, who also have to upgrade to become useful, although Penals wouldn't suffer to the same extent as they perform well even without satchels and they only need a one time global research. I also don't think that Penals perform well enough to come in at the same time Guards did previously, while now Guards can come in quite a bit too soon. This definitely requires some tweaking. |
The troll comment was not referring to you.
Then you and Oversloth have been talking about entirely different things, because the post he was referencing was mine - except that the accusation no longer really holds true, because the "You're too stupid to use PzGrens"-part was removed from your answer by now.
Pioneers are NOT 4-man Assault Grenadiers. The two mp40 versions are greatly different. Pioneers get shit combat veterancy, they don't spawn instantly to help you with map control, and they certainly don't have sprint or grenades. Their flamethrower and the ability to plant mines is good, but it's not your go-to combat unit.
Who cares how different they are, if they do the same job better? Assault Grens are so unbelievably weak that even Pioneers are a better assault unit. As I described above, getting a second Pioneer squad and using the two together results in a far more effective flanking and assault team than a single Assault Gren squad could ever hope to be. That indicates that something is either wrong with Pioneer performance, Assault Gren performance, or even both. That is what I described above, to which none of your points react - I am essentially talking to a wall here!
Assault Grens don't work, and now the StuG E doesn't work either (although I am quite happy about the latter), which essentially means that you ruined a previously working doctrine. That would even be fine by me, because the doctrine was boring to begin with, but it stinks to high heaven if you call that a rework. Call it what it is then: an attempt to make this boring doctrine go away forever. |
Reinforcement costs and upkeep are just as important, if not more, at determining the real cost of the unit. Upkeep and reinforcement cost is what you keep paying time and time again so that your unit can vet.
A vet3 conscript is not a 240MP unit. It's a 240MP + however many times you would normally have to pay to reinforce that unit so that it can make it to there.
The buff to the bundle grenade significantly diminishes this upkeep (veterancy) cost, as the unit can now reach those higher tiers faster.
Secondly, the reinforcement cost of the unit also determines how much veterancy you award when you hit an enemy. Remember how much veterancy Tommies/PGrens/Sturmpioneers/Falls award when you're hitting them in the live version? With the reinforcement cost bug fixed, that is also fixed. Obviously, fighting an enemy vetting faster than you is a bad investment.
Finally, correct me if I am wrong, however Stormtroopers still cost 300MP. Now can you please enumerate how many of the higher upkeep units I listed cost less manpower than that?
That is all nice and dandy, but you're still ignoring the point that makes my other arguments work: Stormtroopers spawn in a state that is less than ideal, they have to upgrade first to become viable at anything. They don't compare to PzGrens without those upgrades, that was the core point of my argument. No other infiltration unit has such a high additional cost attached to become effective, not to mention the time delay that comes with it.
Then, if we set this into context how Ostheer works, we can suddenly see the problem: If we upgrade Storms to work as efficiently as other infiltration units, we lose out on mines and LMGs, especially the latter. That means we can no longer compete in infantry battles. Storms do not perform well enough (even with their upgrades) to offset that problem, essentially turning them into a trap for the player using them. |