OKW pais for the truck, then they have to set it. So you pay go get fire-grenades, and set down to get the faust.
e.g. Ostheer needs T1 for Faust. You can say, that is not fair, but you also have to tech (build) to simply build main-line inf. e.g. soviets get Penals for such a step.
Sure we can split these things, but that would be a buff for OKW and Ostheer, because also their main-tech will get cheaper then. |
-I'll argue that all AA should work at the same power level as the Quad. While you can field AA on teamgames, it's a luxury and a conscious decision on 1v1.
-AA can't counter single payload planes in a real game. You don't have free vision and by the time you can see the plane it already has delivered it's payload and it's already leaving the map. If you actually kill it, there's a high chance the plane will crash towards your units.
-AA can't counter most of the time recon planes. Same as single payload planes. There's also a bug which is probably there since game release, on which planes will keep giving vision after they crash in direction North East.
-AA real job is to counter LOITER PLANES.
With this in mind, there are some AA platforms which have decent to great AA capabilities but they lack turret rotations which might make them sometimes unable to fire at all.
Yep, and that has to be fixed. ^^ |
The only way to fix the deathloop is to buff crew speed while the weapon is deployed, meaning when a new model has to go pack the gun because the gunner died, that model has to be many times faster than now in his animation. This has nothing to do with the act of packing up the maxim itself, just getting the crewman from behind the weapon to on the weapon to actually start packing it.
Not when deployed, when on retread. |
There's no bug in deathloop. Modders don't have access to tools which enables creating new animations, therefore you can not apply teleporting magic as say the MG42.
UHU and faust bugs, are a product of UNINTENDED mechanics. UHU is not supposed to reveal units outside it's beam and the faust is not supposed to misfire (unless it hits a building).
Calling deathloop a bug is like complaining that you can chainkill crew members from an AT gun, making it not able to move out.
1. For me it's a bug, I am modder and you knows that. Maybe I am looking on it for a work-around, there should be a solution. For me it looks like bad animations and mechanics, also the Jagdpanzer 4 is bugged, because the angles of the maingun were crap.
2. UHU-bug is because of bad code, retreat-code is produce the bug. Faust simply doesn't ignore the ground-level.
3. the loop should be fix-able. I have too look at it. |
...
3vs3, there will be 2 Quads outcounter everything. They perform like 4 Ostwinds, that isn't normal. Simplly test it.
The quad would be fine with smaller range, so it can't shout over the hole map with that stats. |
Pak40 is the best at gun in the game starting at vet 1 with its really strong vet 1 ability
It was strong, now it is ok.
HMG42 for OKW would be broken lol
There is a reason, why the FlaK-car was buffed, OKW was lacking in suppression. |
I am fine for unlock AT-nades with major. That seems fair.
Beside, I would like to see some AT-freeze (like shock nade, but for tanks) for german Geballte. That would bring in some spirit or the AT role of this weapon. |
I mean, to me it doesn't really look that bad. The Ostwind was slightly slower at killing the planes, but because you placed the Ostwind in the direct flight path, it had to swing the turret all the way around to track, losing a lot of shooting time, which made the difference in AA firepower seem more drastic than it is in actual games. The first plane was also still shot down very quickly, which means the Ostwind practically offers the same protection as the Quad in terms of protecting a Howitzer battery from recon+bombstrike.
I made it to test the ingame-performance. e.g. OKW flak-base is only turning, instead of shooting, because it is simply to slow. Same for Ostwind etc. simply don't shoot because of bad stats (too fast plain, or too slow turret rotation). Then the reload of Ostwind often breaks the run.
You can see the difference when 2 of them are build, Quatds can shoot down the bombers even befor the run, no bomb hits the target. -> that is simply too good.
Ostwind is more or less fine, but quad seems to overperform. In the experiment one Quad performs even better than 2 Ostwinds. |
I would like to make Püppchen a speacial doc unit instead. But game is so old, no major changes will come, but maybe...
- Making leIG18 instead a light AT unit (transverse Zis-gun).
- And give OKW a AT-grenade or AT-rifle-grenade (less buggy, maybe arrive earlier?) unlock like soviets.
Next would be to fix UHU, change the hole unit (idea is to make if a cone of sight for some sec. in a special direction, instead of the scan, which is bugged). Maybe lock it behinde doc. then.
etc. but that is offtopic I think. |
So it's true that that's a non-sequitur? Because that was my point.
More or less, not yes and no, lol. It is more the thing, that it forces more area-damage weapons, so it becomes one-shot. Also it is like maxim and gets a death-loop because of that.
Difficult to balance, like Maxim ^^ |