Mortar pit is dead right now so any buffs even indirect are welcome
They arn't death. They are still OP and can't be balanced because of how the game works. All emplacements are cancer and OP, on the other side they are shit.
My wishes and ideas for Ostheer, and there are many more...
- Brummbär's bunker-burst needs a cool-down buff, should be buff enough. Then the normal weapon reload can be nerfed.
- StuG E need a overwork: a. remove the CP, move it into T2 with T3 tech-requirement b. give it same weapon-stats as leIG18, projectile of Commando-Panzer4.
- Osttruppen need buff, but first price up to 220-230MP: a. smaller hit-box per member if not moving -> so they become good weapon-crews and less squishy; b. remove the LMG42 upgrade, give them 2 weapon-slots instead; c. maybe give them passive upgrades e.g. Vet3 add 2 Penal's SVT40 so you get a present by not waisting them.
- 222 needs smaller hit-box.
- 251 needs very small HP-buff, so it can survive 3 at-gun hits full-health.
- StuG G needs some range-bonus, that can be made hand-in-hand with a overwork of broken commander abilities e.g. hull-down.
a. give StuG G a stationary range-buff by ability up to 62,5 range (same as in hull-down), can only be rotated. (in hull-down no range-bonus, but maybe a reload buff)
** Commander-ability-changes:
- hull-down animation should be resetted if squad dies, so the bug will be fix... finally... for StuG G it adds no range-buff, only def.-bonus, maybe a reload buff as in good times.
- Commando-Panzer 4 is a bad unit. Buff the vehilce. a. let is spawn with Schürzen extra armor; b. change the main-weapon with sherman-high explosive but only 30 range. c. Give it a timed ability instead of aura with old 0,8 damage buff. d. gibe it StuG E's critical hit ability.
- fire-bombing-run is a usless ability... it simply needs hard buffs. Change the stats of every bomb to stats of StuKa zu Fuß's fire-bombs. That should be buff enough.
- MG-concrete-bunker, without any buff it shouldn't need pop. Think about it.
Now, that's some advanced stupid right there you've produced.
1) P4 shoots FASTER and got better AoE and lower scatter.
2) That's pure asspull bullshit about the MG.
3) T70 is a TANK that uses SCATTER and AoE to deal damage. 222 is ARMORED CAR which uses its COAX MG primarily to deal damage to infantry with lucky occasional hits from main 20mm. You're comparing apples to bananas here.
And yet, here we are, with you doing just exactly that.
Umm, yeah, there is an excuse for that.
T70 comes later and costs more.
Its called balance.
But:
Maybe you should stop hugging that Manstein bodypillow and accept some facts about cost efficiency, prices, timings and relations between these things?
Cheaper units perform worse.
Incomparably cheaper units that cost less then 50% of what you compare it to will perform less then 50% of what you compare it to.
Deal with it, boy.
You pay for T2-building, so 222 is cheaper. It doesn't arrives that earlier than T70, doesn't is an argument T70 ouperforms as hell.
You say you can't compare the situations, sure you can. It doesn't is important that weapon type it is, the real DPS is important, not the theoretical.
Umm.... P4 got better AI then T34 and 222 is NOT equivalent of T70, not even 2 are, neither in cost nor in performance.
You're trying to say something here or just wanted to write an exceptionally stupid post?
You play the same game? P4 isn't better than T34 versus inf, T34 often performs way better only because of the broken hull-mg having same DPS as bouth P4 MGs but forcing on one squad-member so it becomes a weapon-crew-fuker.
So your argument is, that T70 is allowed to hunt units on retread that effective? Answer is no, it simply overperforms.
You would be first crying if the game gets balanced and all unfrair sh*t get fixed, boy.
Edit: There is no excuse for an unit with that price fuking so effective. T70 shouldn't perform better that Luchs, T70 has the advanatge to defend itself versus 222 and Luchs while have a larger range advanatge, also beeing able to hunt Panzerwerfers etc. BUT it shouldn't be such a no-brainer.
Maybe you should play OKW/OKH again, then you see how units should perform? Not only play op-stuff and rub your dong.
You might want to learn to retreat before your last man is on 20% of health while needing to run through multiple enemy vehicles, across literally whole map.
Good thing noobness isn't infectious, so you don't need to be contained.
Change the T70 with 222 and T34 with Panzer4 and make the test. They will perform worse. ;D
Sure it is. The game is full of such scenarios, never had a game without something like that. PaKs missing 4 shots over and over, Faust hits ground, Grenade hits magic walls, etc.