This is the clear and simple solution to the problem. Infantry should fear tanks, not the other way around.
Ah yes, I forgot that entire hordes of unsupported tanks just drove into infantry lines in WWII and turned them into corpses. Oh wait, it was the other way around. Something about your logic doesn't seem to add up... |
especially with the amount of escape tools the Wehrmacht has, ie would we have zombie 222's?
How many escape tools does the 222 have in your fantasy world? Because last time I checked, it didn't even get the smoke ability via certain commanders (the smoke is limited to actual tanks) which is totally fine thanks to its survivability due to high health. Not to mention that a dead 222 is dead, whatever you consider a "zombie 222" seems to have no correlation with the definition of a zombie unit... |
the crushing needs a nerf, but the small size needs to stay. the small size keep the cromwell relevant into the late game as it grant cromwell survivability against the axis anti-tank weapon.
How does the Pansy IV manage to stay relevant into the late game with its size of 22? Especially the Ostheer version, which is just as endangered by Allied AT weaponry as is the Cromwell by Axis AT weaponry... |
Yep, the flame grenade needs to be nerfed significantly, together with Ostheer's bundled grenade. After that, remove the rifle grenade from Grens. Then my Riflemen will never have to worry about anything ever again. DAMNIT RELIC, WHY AM I NOT LEAD BALANCE DESIGNER YET?! |
You might want to figure out what you are talking about before you post. The point I was making was that the damage is very high against inf for the AEC.
Sorry if I sound salty.
Your point still doesn't work, because you cherry-picked a single data point from several vehicles, each of which is meant to perform differently. I didn't want to accuse you of any fanboyism or any team-favouring behaviour, I was trying to show that your argument is badly chosen, not that your point in and of itself is flawed... |
I had this in a table at first, but I closed the tab to restart and I don't really have the energy to remake it.
Here are some stats for damage against a normal piece of armor 1 target size 1 infantry:
AEC: 18.9 near - 11.26 far
UC: 9.44 near - 9.35 far
Utility Car: 22.73 near - 3.17 far
222: 20.85 near - 3.92 far
Q.E.D. mothafockaaaaassss
How about you mention the fact that the 222's MG is bugged as fuck right now, which basically turns its damage output down to 1.77 far, 4.02 close? Oh wait, that wouldn't serve your cherry-picked point, now would it?
P.S.: Not to mention that if we would want to cherry-pick, we could turn the whole thing on its head by comparing armour: The UC (which costs exactly null fuel) has more armour than the 222 (9 frontal armour vs. 10 frontal armour on the UC). QED? No, just stupid cherry-picking of stats that on their own are meaningless... |
OKW free aa emplacement hard counter to medium tanks than.
You do realise that the base emplacements have their own weapon stats? Nobody is talking about adjusting those, the FlaK emplacement specifically refers to the field-buildable one in certain doctrines. But since you are not retarded, you should already know that, which begs the question as to why you're making an arse out of yourself... |
New Jackson has 40 Sight at Vet 0 and + 5 Sight on Vet 2 = 40 Sight
Not that I think the Jackson poses any problem, but you should still check your calculation... |
The biggest "flavour" problem I can see lies with the Ostheer. And it's not about the available toys (they have enough of those), it's that all their options are meh.
Sure, you can go for Stormtroopers. But why would you, considering that they are significantly worse at anything than PzGrens (which are already a bit iffy, due to their low survivability against anything except Conscripts).
Sure, you could go for Assault Grens. If you're too stupid for basic maths that is - two Pioneer squads will have more DPS for a wee bit more manpower. Why would you ever go for Assault Grens?!
Sure, you could go for an Elefant. But why would you do that, if you can get three StuGs instead?
Yes, they have just as many or even more toys than the other factions. But most of them are either utterly useless and overpriced, like the Mechanised Assault Group, or don't do anything that your existing forces can't already do - and your existing forces aren't that great to begin with.
The notable exception from this are actually Osttruppen, as they offer a way to play that is otherwise barred for the Ostheer - and a way that actually works. What way to play does the Artillerieoffizier offer, other than being a waste of manpower compared to a normal Grenadier squad? Heck, in the future even the Major will be more effective than the Artillerieoffizier... |
Since when has railway artillery been a problem? The cost combined with the reload means that you can repair any damage done to your base buildings faster than your enemy can fire it, and the smoke markers should give you enough warning to not get into trouble with your units.
Considering that it is one of the most useless abilities in the game, I don't actually see the problem - if you had your units wiped by railway artillery, you should seriously have your reaction time checked.
However, if it were to be removed, it could actually at the same time be looked over to buff it accordingly. Right now, it can't even deal any relevant amount of damage to a Sim City, which is the most ludicrous thing about this ability. It can't even do its designated job, let alone anything else... |