Some new notes added guys. Feel free to comment on them. |
This is my overall impression of the changes that are being tested in the preveiw mod.
222 Scope Stacking:
It was a unintended usage of the scope, and I find it logical that they're removing it.
What I dont like: They're going after all the crutches and powerspikes in the german army and outright removing them, while they're not adding anything worthy of use, much less something that can give the factions' core strength.
Im willing to bet that those "spacing fixes" wont do shit/work as intended to address the weakness of the fragile grens, while nerfing even more the very few strongpoints left of ostheer.
Stuart:
While I agree that the stuart was too accesible and overall strong tank vs everything, i think they're just making it useless vs infantry while also heavily nerfing its flank potential on the stun rounds. Will it be of any use anymore?
UPDATE:
Not that much of a nerf vs infantry, just prevent RNG snipes from the main gun, but it actually suffers when engaging other vehicles and the stun shot its pretty useless ATM.
Meds on Sturmpios:
Its not sustainable, way too expensive, impractical and it just pales in comparison to allied heal mechanics like 2tonbulance and sectionheal. It will not make t3 play more attractive, specially coupled with P2 gratuituous nerfs.
UPDATE:
I stand by this, you cant sustain your troops without medichq, it just imposes a heavy micro+muni bleed to manually and individually heal all your soldiers.
Penals:
I do felt them to be overperforming in pure brawls of infantry, but still they're being hit way too hard for what they are, only engis can flamer now early midgame on USSR.
UPDATE:
They are toned down, not as much as I thought they would be, but it invalidates flamer clowcars into satchels, weakening USSR antigarrison play.
Flaktrack:
It's still way too expensive for its shock value, now bleeds you for munitions if you want it to survive any AT fire and will it be nullified by any AT screen completely, becoming totally obsolete 10 mins into the game.
Its antigarrison buff its practically unnoticeable, any zooked infantry will still kill you from garrison if in range. Deploy time still awful preventing any flexible play from it, while the "deploy on the move bug is still there".
Will edit and add feedback as I test the mod further.
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The only reasons panthers suck is cause their ABYSMAL ROF, put it inline with other tanks, and with decent VETS and fixed. |
allied vet3 bonuses which function like OKW vet5 is also f*cked up
One of, if not the biggest gripe i have with balance right now. |
Everything is super balanced, try it out
Id say ostheer is quite overpowered and in need of a nerf, specially their 4 man squads, should be 2 man at most. |
Fill them up with water so they are unusable.
You're doing fine with tears so far.
Now, if only axis factions had something like flame nade or mortar in early game to hardcounter any kind of trentch warfare attempts....
- Flamenade a forcefielded unflankable trench, also counting with the supression debuff on nade range. 10/10 solid tactic.
- Trying to compete with mortar emplacements with axis mortars kek 10/10
PSA: Add a usf turbo auto nuke launcher and you have a perfectly viable scenario to use the tactics mentioned. |
i lold
It not dodging, it a superadvanced phasing device, trenches go into a new dimension so the AT guns fire thru them. |
Today I'm going to talk about the ISG for OKW.
Snip
Re-reading your post i've come up with a very interesting idea flavorwise.
What if we make the Leig a direct fire assault gun? With a range slightly longer than the bofors, firing in a cone in a direct arc fashion, with very powerful heat rounds.
Think brumbar, not that powerful in AOE, a bit more range, able to counter static positions and garrisons while not being really an indirect AFK mortar. It would require micro and skill to use, but would give OKW something very new to play with, and with enough punch to make a dent. |
And still it sucks.
Meanwhile the perfectly balanced, and as of latest fixed and behaving as intended USF mortar.
This,
It comes a quite the cost, not that early, and while its pretty accurate, the extremely low AOE just makes it irrelevant at actually doing damage.
2 Of the will fk emplacements pretty good, combo it with a owl, and bleed those camping brits to death. No one seems to have noticed that the reload buletin gives 25% reload kek, perma fast barrages WILL fuk a camping brit i n da ass real hard.
Outside of that, its pretty damn useless tho, a simple AOE buff would actually make it work vs weapon teams, maybe give it bonus vs garrisons, and you got a prefectly functional unit. |
Is that about 1v1 mode? Not really a 1v1 player, but I'm sure it won't work against decent Wehrmacht player.
Your opponent will get better map control while you are sitting on 2 mortars and you won't see Stuart anytime soon. Instead there will be 444 which will rekt your REs, mortats and probably Cpt too.
In 2v2 this may work if you will be supported by your teammate.
In 4v4 it won't work, because once your mortars will be pushed out by Kubels/SPios/Volks/Grens you'll lose fuel point on your "lane" and won't get it back anytime soon because of long retreat path, so again no Stuart rush. REs just won't cut it.
Yes, this is a tandem 2v2 opening, also ive made it work consistently in 3v3 and 4v4, meaning 1 goes full screening infantry while you nuke the enemy infantry, grens and sturms WILL die if they bumrush the double mortars, even managed to force retreats on sturms vs RE's with volley fire, not cause of the RE's themselves, but cause suppresed infantry at close range is 100% dead next mortar autofire shot.
If grens try to shoot it out from cover, they will die to mortars in 2, 3 shots at max, the trick is placing the mortars forward, their accuracy is pretty much 80% at medium range.
Couple dat with an ambulance and you can reinforce cheaply with RE's AND heal endlessly while you nonstop bomb the enemy at a rate and accuracy they cant compete with.
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