I would love to see a stock soviet unit comparable to Frontovik from the campaign, perhaps from their T4 building?
That or making the current doctrine SMG upgrade stock as an alternative to 7 man upgrade and either improving the doctrine ability to a 6x smg or perhaps x2 DP.
Playing largely axis, I can understand the frustration of the zis barrage, especially if you are running a build that relies on your MG42 to prevent being swarmed by infantry. The zis barrage will force a relocation of the mg, which means you cannot hold in that same position as any decent soviet will push you the moment you pack up.
My gut feeling is to make the ability a vet 1 type ability but I feel that might be too oppressive. What might be better would be reducing the team for the zis down to 4 from 6, so that you can at least punish out of position Zis guns a little more easily, that way the barrage remains strong but at least the damn things are not sponges that are far more survivable compared to other at guns. |
Maybe simply remove the M10 and Cromwells ability to crush? Given they were the main issue in the first place. Certainly removing the M10s ability to do so would make sense. As for the Cromwell, I am not so sure.
Will have to see if its a viable change, I am unsure currently. |
+1
the true thing is that this patch is the first one made by people who dont have knowledge beyond modding.
Yet clearly most people think the patch is a step in the right direction.
Stop whining. |
lol, no it couldn't
Using the stun rounds? Yes It could.
With the pre balance patch the snipers had extra ROF at close range. Seen a few times where the sniper was able to solo a squad after stunning it, with a bit of RNG Jesus protection.
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As a casual observation no one seems to realise that to upgrade Volk STG for all the squads, as well as Shrek's for 1-2 sturms is going to be expensive munitions wise, especially when you are expending fausts/grenades/mines.
Maybe increase the cost of OKW upgrades by 10-20 to force some decisions? IE The Player must choose between increasing his AI or AT by choosing each respective upgrade.
Proposal
Volk STG package costs 75 Muni instead of 60
Shreks for Sturms are 100 Munitions instead of 90.
Alternative sturm upgrade: 140 Munitions for X2 Shrek (which will dramatically decrease AI effectiveness)
Forcing the player to choose between minesweepers over shreks would also be interesting, by punishing those who attempt to spam shreks on 2-3 sturms by having no mine detection.
I still think any Shrek upgrade should be locked behind two trucks for OKW, to make racketten/Faust combo early game important.
Overall I like the changes, but we will need to see how things go. |
I have said it before, the STG volks are so much more fun to use than volkshrek blob, and I say this as a top 20 2vs2 OKW player. The Vet bonuses are powerful, and Volks can now be used as mainline infantry, rather than shrek carriers.
Volk Shrek blobs simply resulted in boring, predictable and cheesy play. Now with the STG upgrade they can still perform as a meat shield for better infantry (Jaegers, Falls, Obers etc) yet actually do a decent bit of DMG themselves, while also able to snare. (Not to mention can be used in synergy with MGs) Whats not to like?
The Racketten certainly needs a look at, given its crucial role in the proposed OKW change. (I would be happy if they made it less squishy and more consistent)
If I went really experimental I would suggest a Shrek upgrade on the sturms as an alternative to a racketen buff. |
I personally found when testing the mod that the Volks become a great mainline unit with the STG upgrade. They aren't supposed to excel, but rather serve as your basic unit while being supported with team weapons.(Volks with 34 support was good) They also made a great meat shield for the obers late game while also serving as a vehicle deterrent. The ISG with smoke rounds also had an interesting role, allowing the volks to push up and make use of their newfound firepower.
I still feel the shrek upgrade should be put on the sturms somehow, as well as perhaps adding a vet bonus to the Volks with the STG's in mind (maybe an extra STG with vet 3 or something?)
The Racketten also needs looking at, since its still a little too derpy for my tastes. |
Might it be an interesting suggestion to give the Sturms their Shrek upgrade they used to have?
Make it so that they either have to throw down T1 or T2 first, maybe the mechanised to encourage its use rather than the battlegroup. Make it a 60-80 range munitions upgrade, given the price and fragility of sturms it then wont be blobbed, and gives sturms some meaningful late game aside from repair parties. (they struggle to reach vet 3 as it is in most cases)
Making it a mechanised building upgrade also gives the OKW player a choice in either getting the battlegroup and its advantages, or the mech to counter particularly aggressive allied play.
I am a little worried about the fact the Faust wont snare (most players back off immediately knowing that it makes them more valuable) Simply damaging a light vehicle might not dissuade the offending vehicle enough to back off.
Still, I like the OKW changes so far. Nice to have a non-doctrinal mainline unit that isn't so late to the party and can actually focus on anti-infantry work. Compliments Obers or jaeger play as well. Also pleased to see OKW finally getting a non-doctrinal mg unit. |