Cause the 2nd plane already tracked the tank while he was inside the circle.
Oh really, so players already lost tanks that makes no difference whether or not its inside the Death Circle or not. We might as well follow your logic and leave Arty Cover to follow tanks to bases and what not. But that's not what we want, don't you? |
Yesterdays match between Theo and Jove in KOTH saw the almighty JU-87s rain death upon Jove's tanks. Can the planes NOT chase tanks to bases? Jove lost his armor by JUs even when he obviously placed them near the base sector, away from the circle which "limits" the death planes. We may not agree on how powerful should loiters be but a loiter should not extend beyond the circle where you put the ability. Its absolute BS.
https://www.twitch.tv/videos/132939175?t=04h55m47s
Look at the minimap when Jove placed his tanks before they died. |
TBH, I still think that the Command Panther needed to be CP12 at least. Just one extra CP is still a small window for mediums before the big bad arrives. Also I think that Mark Target should be the same cost as Sovs Mark Target given how powerful it is.
Also thank god for M4C Shermans to stop being spammed. |
Your first thing to do as USF is ban all maps that disfavour you the most, this includes all wide open maps such as Langres, Crossing, maybe even Crossroads if you hate that map. For HMG, first order of business as USF is to occupy key buildings with your REs first, swapping them out for Rifles later. Such buildings include the south church at Arnhem Checkpoint and the north house at Kholodny Ferma. For HMGs out in the open, you need two Rifle squads going from different angles, you don't even need smoke if you do it correctly. I use nades for nuking any HMGs in wooden houses and ignore stone houses.
To be honest, I think the maps that USF performs worst are, Crossing, Langres, Halbe, Road to Kharkov, Semiosky Summer and Lost Glider(seriously fuck those stone garrisons). |
I am experimenting around with a mod that does this with them.
-260 manpower
-.91 RA
-scoped garands slot weapons are added when vetted up. One at vet 2, and one at vet 3.
Grens would be stronger at long range, at mid range, it would be a toss up, and at close range the pathfinders would win. Making a bit more of a balanced start and they can play defensively seeing they still have cloaking.
Unlike the Easy 8 and M4C (yes there is a difference between the two) both the Bulldozer and 105mm are animators on the Sherman. Meaning you can have one or both be applied as an non doctrinal upgrade. In the mod I am making and improving, I made the bulldozer upgrade increases health and armor to act more of damage soak for a near by Jackson. Then I turned the Bulldozer Call in to an Easy Eight build-able.
These are just my few suggestions for your suggestions.
Yeah those extra stuff you said also works as well, I agree with most of the stuff you said but I think maybe the Pathfinders could have their Scoped Springfields at Vet 1 & 2 respectively, as Vet 3 is a bit too late for them.
Plus the non-doctrinal Bulldozer upgrade could be MP & Fuel based instead of Muni, but the Easy 8 is maybe being a little too much because it makes Armor Company superior to Rifle Company. Maybe if possible to include the 76mm Sherman instead(with stat tweaks of course)? Doesn't mess with Easy 8 and there's a unused unit to use. |
I don't see the problem for infantry and tanks to just walk straight through calliope's barrage then.
They'll just laugh it off as if it was rain.
It's supposed to be area denial, not a nuke like it is now. Plus with more salvos the damage would be the same but more over time instead. Infantry that insist on staying within the barrage area deserve to get wiped. |
From the suggestions proposed for Airborne Company, I decided to look at the unused commanders in the USF roster(I'll look at OKW in a separate thread) and give my suggestions to tweak them so they can be competitive to meta doctrines. Meta doctrines are also being looked at as well here. For the record I assume that all callins are now teched instead of CP based.
Airborne Company
1. Pathfinders should be reduced CP cost to 0. Stats are left unchanged except a reduction in reinforce cost. The reason why I don't want to buff them any further is that they'll just become better Grens with slightly higher RA.
2. AT gun & MG drops changed to Muni based. Too much MP is being used right now just to callin and recrew these weapons.
3. Paratroopers are unchanged. They're basically Rangers that sacrifice durability for DPS.(Their RA is 1 and is only reduced in Vet 3)
4. P47 needed to be on JU-87 level to justify their astronomical cost or give a steep discount for their current performance. Alternatively, a skill based AT rocket strafe can be made where 2 P47s launch 8 rockets each in a straight line for 160 Muni. No more fire and forget ability.
Armor Company
1. Reduce RA on Assault Engineers. Currently they have a RA of 1.0, that explains why they're so squishy. If it was left to me I'll reduce their RA to 0.91(same as Grens). Let me point out that Sturms have RA of 0.87. With this they can be called in as Combat units instead of just engineers with a flamer.
2. Elite Vehicle Crews need a total redesign. There are two ways I propose this, either give Vehicle Crews 5 vet levels to emphasise the "Armor" part of the doctrine with extra abilties like Crit repair while in vehicle OR give an upgrade to vehicle crews like Heavy Royal Engineers with a muni cost that increases their repair speed or something worthwhile. Honestly I prefer the 5 vet levels idea if its not buggy as hell.
3. M10 needs to be tech-tied if possible. I detest the idea of skipping tech as it doesn't reward the opponent for playing well or if the USF player screwed up. Another fix would be removing crushing from this unit. For tech, I allow M10 to be built if any 2 tiers are unlocked(with it being a callin for Lieu+Cap builds)
4. Bulldozer should have Brummbar stats to consider with having an extremely high fuel cost and the fact that Sherman HE exists. The other way would be increasing its health pool and decreasing its fuel cost to act as a meat shield.
5. No change on 240mm.
Calliope Tactical Support Company
1. No change on all abilties except the Calliope call-in.
2. Change the Calliope to be area denial, with more salvos but does less damage per rocket and reduce ROF to allow squads to escape from its barrage.
3. Make Calliope tech-tied to Major with same cost as current one for its performance.
Pershing Heavy Cavalry Company
1. No changes except the Pershing.
2. Make it cost 180 Fuel with same MP cost and unlocked at Major tier.
Mechanised Company
1. Only Recon ability is changed to Recon Run to be the same as the one in Tac Supp.
Recon Support Company
1. Change the Riflemen sight increase while in garrisons to be the same as in Miragefla's mod. Riflemen are given the choice to upgrade 3 men to M1 Scoped Garands, that increase sight range(not firing range) and inverts the Close/Mid/Far DPS of the normal M1 Garand. If being equipped with BARs, the BARs will replace the normal M1 Garands.
2. M8 Greyhound now tech-tied, but is still available as a Call-in only after one tier has been researched. This is so that players going Lieu or Cap still can access it instead tied only to a certain officer.
3. M8 Greyhound changed to have the same main gun stats as the Stuart. The armor upgrade is now bundled with the unit. Decrease the MP cost slightly if needed.
4. Recon Run change to be the same as one in Tac Supp.
5. Redesign of the entire Paradrop ability. Costs MP and Muni now. Now drops only one Support Paratroopers and one AT gun with the option to upgrade to any weapon upgrade, with a special twist. The Support Paras can also be upgraded to have 2 Panzershrecks, reminiscent of COH1.
Infantry Company
1. No changes.
Rifle Company
1. Fire Up ability penalty is completely removed. Either that or fix the bug where Riflemen still has the Exhaustion penality during retreating. |
Last time I used the Rifle doc, Sprint on Riflemen will give a movement debuff that persisted even during retreats. Does this still happen or it got fixed? |
Pathfinders at CP0 is what I was suggesting it to be in the first place even before newer commanders came out due to how late they come. You can't spam them honestly because you'll bleed to death in moments thanks to their ridiculous reinforce cost.
AT guns and MG's definitely needed to be changed to Muni. It's retarded how much MP it takes for this doctrine to even work efficiently.
Paras are kinda OK at the moment. Not as good as Rangers but they're not something to be ignored either. Thompson Paras with Tactical Delete will literally delete any retreating squad if they manage to intercept those retreats.
P47 loiter is a joke right now. The JU-87 loiter is far better due to its stun, accuracy, damage and cheaper at 200 Muni compared to 240. It would be better if P47 got buffed to accuracy JU-87 level back but nerf damage so it doesn't bring tanks to quarter health instantly like it used to. Or just give a big cost reduction. |
So far I looked at the file descriptions:
1. Fix for Sappers and Rear Echelon Flamers? (Not sure what's wrong)
2. Add hold fire for most tanks heavy and medium.
3. Arty cover got changed. Not sure what exactly without opening the file itself.
4. Comet WP DOT changed. Probably a fat nerf.
5. Land Mattress got DM change. Not sure what DM is exactly.
6. Maxim is going to be changed in number of squad members it seems.
EDIT:
7. Default prioritise vehicles for all AT guns thank god. |