But if you have Cons and (useful) Maxims you wont need Dshkas anymore, so probably we would see the good old guard-motor commander picked every game again, for elite infantry and cheap t34-85 spam. If thats better than the current meta, I dont know. How to fix this? Well, I guess whoever figures out how to deal with call-ins deserves a medal...
That could be! Have you seen the mod? Have you tried it? Seems really good man! They fix basically all issues associated with what we were discussing! |
So will kt so does kt so will kt so can kt so does kt. And which one's doctrinal?
It's just good heavy tanks in general. And croc is useless against tanks period.
Yeah but the croc has a flamethrower and a main gun that can penetrate tanks (even panthers lol) and does decent damage vs mediums while having insane health. Well technically the KT also needs a doctrine and all tech buildings to get. Meanwhile the croc only needs a doctrine with which you can effectively stall for it.
In my other post I also made the same point about the KT, so calm down. |
Good changes and ideas, I like them. I do however have some points!
The IS2 and Panther now both have better damage, but they still miss too often if you ask me, especially the Panther. The Panther still can't hit the broadside of a barn from the inside. What are your thoughts on this issue?
The buffs for the conscripts are wonderful, finally! But you keep penals roughly the same, only changing their veterancy speed and their ptrs damage. Isn't this dangerous since you now have effective and good conscripts and effective and very good penals. This will make a very deadly combo with the new maxim I fear.
I have a suggestion for the Soviet Heavy Mortar. Why not make it so that they can't survive when they hit one model and retreat. Why not simply remove that annoying feature and keep them at 6 men? Just asking, still like the change.
As for the Elefant nerfs, I don't know man, it feels like it won't fulfill its intended role anymore. The damage is nerfed and its pop cap is increased. There is no price reduction or slight increased rate of fire or slight increased accuracy to compensate? The thing is bloody expensive and now it is less effective vs mediums as you intended, but also vs the heavies it is supposed to fight. The increased pop cap will hamper you from getting more units to support it too.
The changes to the stuka dive bomb aren't clear to me. You remove its critical hit modifier and then you give it more aoe. Doesn't this like buff it? Any plans on giving more visual warnings for this ability? The sound can simply not appear when action is going on.
The Panzer tactician smoke nerf seems very excessive. This means you can't use it effectively since by the time it is active your tank will most likely be dead. You can't use it aggressively either, so it will not be a fully defensive ability that comes after 2,5 seconds and means that you can't rely on it. The USF sherman has the same issue here but can use it offensively to some degrees.
The scope nerfs are decent, but why not make it a toggle ability? This toggle ability could punish the vehicle with slower (turning)speed and acceleration. Add a delay of 1.5 seconds or something. This would work well with the Ostheer Panther since it has to stand still to hit anything anyway. Would work well with the stug and elefant too.
As for the other changes: Really really good! Can't wait to use more KV1s now! |
Again, all call-in tanks should be locked behind tech.
Yes! |
So what? Remove machine guns kappa? All tank call-ins should be tech. We could talk about stalling for Pershing or tiger too.
The problem is not the mgs, but rather the 6 men weapon teams. Insanely hard to wipe. |
SU vs SU = resident sleeper
OH vs OH = let's see who can micro the sniper better or suffer less casualties from mortars.
I enjoyed the occasional OH vs OH.
OH vs OH won't last long. OH basically comes down to: make one mistake and lose. Game would be over in the blink of an eye lol. |
Not necessarily, because you could have mainline infantry (cons) which are worth their money plus team weapons (given that the Maxim gets a slight boost) instead of having to choose between competitive infantry (penals) or team weapons (subsituted by the Dshka).
So then it will be conscripts (now the penals of current patch) into maxims (now a subpar dhsk of the current patch) into m4c spam lol. I understand what you are trying to accomplish by these changes, but unfortunately it won't change anything...
Or would you tie all call ins to teching? |
Yup. That's why I don't even play soviets anymore; most of their early-mid game isn't even viable anymore.
IMO cons should be decent mainline inf (and make the Molotov animation faster), maybe give them svts as an upgrade, and make penals basically ostruppen ("you need screening troops?") with mosins. Their vet1 ability also makes sense in that scenario.
then you will get the same situation as you have now. Only in your solution we will have conscripts into dhsk into m4c lol. The entire faction needs a redesign badly. |
Wehrmacht vet 1 pak stun?
Sure but the crocodile will just crumble away after that since it has 14 million health. Meanwhile once the croc approaches it burns your pak to deaht and if your pak survives and gets the stun of, the croc will then rumble away and burn it to death then. It has insane range. |
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
You are talking to the guy that actually makes the patches lol |