If you revert Tommies you'll get the old Bolster Swarm back.
UKF needs buffs to units that support its Sections or it'll just snap back to the infantry spam faction it was after SBP. |
The teching gap with mediums is something of an issue. Why blow 185 FU on a Panther when 45 FU of patience upgrades that to a Tiger?
The Panzer IV/Panther tradeoff in OKW works well because the Panther is substantially worse against infantry. That doesn't work as well going Panther to Tiger. |
A few ideas for tweaks for snipers intended to make them less of an all-in investment and less frustrating to counter.
- Snipers receive a price cut to about 250 MP. You can afford to get one as a spotter.
- Snipers have a 50% chance to miss against units in cover, making them serve an inverse role to mortars. In combination with their price cut, this makes them substantially more effective against units out of cover and a fair bit worse against units in cover.
- Snipers have better received accuracy, but don't get a received accuracy bonus on retreat.
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True, it always has to be considered if a unit's always being used because it's very powerful or if a unit's always being used because it's forced.
Wouldn't putting the Ostheer Tiger in Ostheer T4 is likely to create more heavy rushes rather than fewer?, Needing to tech T4 disincentivises teching T3. I'd be more inclined to make Ostheer tech both.
The OKW Tiger's delayable by giving it the same unlock condition as the King Tiger: all three structures. That seems appropriate for its hefty advantage over the Panther. The IS-2 is a difficult puppy: I'd be more inclined to let it keep its high armour but whack up its price to KT levels. |
I would like to see it implemented, but it has to be implemented the right way. To avoid accidental withdrawals and to avoid ez-exploits, such ability should come from a specific building, Maybe T1/T2 depending of the faction. It should be the most supportive oriented tier.
Some benefit from withdrawal could be added too, i would like some MP refund but ultimately some bonus CP points depending on the unit cost, vet and upgrades.
There was a mod that implemented UKF IS with a UC, after you deploy the IS the UC is automatically withdrawn. This kind of logistics are a good strategical resource
In Ardennes, it's an ability on the headquarters building. You select the ability, then target the unit you're dimissing.
It's incredibly difficult to do by mistake. |
IMO it works fine at the beginning of the game. Late game, with more tanks around to repair, they seem too expensive. Repair bunker should be allowed imo.
It's a whole 30 manpower for the second squad. It's hardly game-changing.
The reason Ostheer has a hard time repairing is because it's got next to no nondoctrinal repair abilities. Cheaper Pios won't change that. |
Pios are 200 because they've got better guns and extra LOS.
If you took their buffed guns away and gave them normal infantry LOS, they probably wouldn't be worth 200. |
There's an ability in Ardennes Assault on the USF HQ that lets you dimiss units in your base sector. They turn around and walk off the map.
Is this worth adding to the multiplayer HQs? You'd use it to dimiss unwanted units when you're at popcap, meaning you're never punished for unit preservation. |
Same.
A button to lock the turret rest position on all vehicles would be nice too for those situations where you want to peek out from a hedge row and fire to your side.
I know you can issue an attack ground to get the turret to move, but that's kinda finicky, temporary, and noisy.
Lock turret would be a very different ability, but probably doable: just reduce the rotation speed to zero. In coordination with attack ground, you could pre-aim turrets.
Might confuse pathing a bit though. |
This is true. There is no animation, the turret just snaps forward whenever it is beyond either 90 degree angle when the ability is activated (as it switches to a clone weapon). There would have to be a significant firing delay added to the main gun to prevent abuse (as is the case with the Spearhead abilities), but then that would heavily detract from the usefulness of the proposed ability. I don't imagine you'd want this popped on permanently in case a Puma or a fast medium comes in on a flank and you do need that full turret rotation, while a long firing delay would make it quite useless to use it reactively.
Would you need a delay when turning it off? Does the turret snap when you switch from the 90 degree lock to the 360 lock? |