Not that I expect anyone to read this, but apparently handbrake function is broken this patch. I was perfectly able to move my Meat Grinder even when activating the handbrake function. Really annoying when dealing with squishy HTs if they suddenly went suicidal when given an attack order. |
Arty Regiment(this is gonna be fun) :
1. Valentine buffed to have far better AI and kinda sucky AT like the T70/Greyhound. Map hack nerfed to behind vet 1 and requiring 45 muni to activate for 45 seconds. Makes a large sweep around itself like the IR halftrack but 360 degrees. 5 full circles for the sweep and just pings the location of all enemies cloaked or not in FOW. However it does not give the player what unit it is. Circle sweep is visible to the enemy.
The coordinated fire ability costs 50 muni and only targetable in revealed areas not through FOW. Unlocked at CP5.
2. Sexton. Buffed to slightly lower than Priest power. 100 fuel and CP9.
3. Arty defense name change to supporting fire. Buff to arty ROF but only include enemies visible to the player. Removed own teritory restriction to can fire anywhere except enemy base. Duration 60 seconds. Uses normal shells not airburst. Follows target priority as follows: team weapons>infantry>structures>vehicles. Cost increased to 120 muni and CP11.
4. No other changes. |
Armor Co:
1. M10 are automatically unlocked at CP10 and after two tech tiers are unlocked. Called in with 60 second cooldown.
2. Bulldozer Sherman main gun buffed to match Brummbars main gun and CP cost increased to 12. Can change to AP shells like normal Sherman. Survival wise the tank is fine but being prone to AT tanks and piss poor AI compared to normal HE sherman makes the Bulldozer very unappealing. It needs to be a Brummbar but can slightly defend itself against tank rushes to be worth replacing the HE sherman.
3. Elite Vehicle Crews removed and replaced with Combined Arms. Making combined tank and inf pushes more appealing and removing one useless ability.
4. 240mm arty slightly buffed by adding 1 more shell and decrease time for each shell to drop. Currently its too slow for enemies to just chill around in the killzone.
5. Forgot what the 5th ability is. Will edit later.
Rifle Co:
1. Rifle flares is unneccessary and removed. Replaced with Rifle Defenses.
2. Sprint buffed by removing the exhausted debuff and making it a global ability instead. Same restrictions as other sprint abilities apply.
3. No other changes. |
With your suggestions might as well delete all infil units cause they can't wipe for shit. Removing grenades with is the entire point of calling them in the first place. To insta wipe squads. Not only infil units cant fight due to being extremely squishy but they also need cloak to maximise DPS potential by hugging retreating units.
Lightning War is also being butchered. Weapon upgrades being tied to tech is also too much. I don't want a repeat of stupid decisions like UKF HT weapon tech tied to rack research because muh team games. Who the hell cares about team games I dont see 4v4 GCS tournaments dont you? |
I remember when sappers can walk through open ground and force off a Gren squad.
Good times |
Actually I would advocate for giving Brits snares first to fix them being bullied by literally any LV. Tank wise the Comet is pretty bad but I would like to give Brits snares first and see how the faction fares. Currently tank battles are pretty one sided as Germans can chase with no worry of snares(mines withholding) but cannot chase other faction tanks when Cons/Rifles are available to snare. |
Ridiculously OP doesn't mean nerf it into overpriced Priest. A middle ground would suffice. Just reduce the cost if don't want to buff the stats as 140F is asking for too much. 110F would suffice as rocket arty that doesn't die in 1 shot. |
If I get the chance yes. Still mediocre. Not worth locking the doctrine in. |
I gave the doctrine a try after to test new strats with non-meta commanders and holy shit this unit sucks. Basically I'm paying 140F for a unit that is slow as molasses, extremely mediocre damage and takes so long to finish firing it's lucky to even kill anything. Being tanky is a not good reason for this unit to be extremely crap at its only job. Yes it used to be OP but completely making units worthless is official balance team job not a community balance team.
1v1 this unit is absolute trash and the Priest is far better in doing its job, not to mention Infantry Co has more useful abilities while also having Rifle Defenses and LMGs. This is why people should balance around 1v1 not fucking team games ("best spot" Panther lmao my ass) |
You must be delusional to think M2HB are worse than MG42 or Rifles are worse than Grens. Try not charging Rifles into Grens over open areas would be my advice. M2HB are also godly with the only weakness being the crew dies to a small wind. AP rounds are also very effective against LVs, though their speed means they can just get away with no snares.
Though I would say that in this patch the strongest Allied faction currently is SU>USF>UKF meanwhile Axis OST>OKW |