This should be the best halftrack of its kind seeing as it is doctrinal, has no hmg in it and doesnt have vet (as it doesnt do damage). Increasing a bit the armor vs small arms fire and making any squad inside take 0 damage would make it way more appealing and if that still isnt enough make it come without any squad to decrease the price tag, move it to 1cp and maybe add a movement ability or increase its mobility. |
its funny that Usf has 2 non doc indirect fire plaforms but none of them is not good as wermaht mortar its sad actually
Don't forget the scott, it is also a non doc indirect fire platform and it is pretty mobile. I dont really see the purpose of the usf mortar but they made it available at tier 0 to smoke out hmg spam, if you use it a bit risky, in the front line, you will have amazing results (I sure have!). |
In the first test I don't remember the test set up exacly but both hmg's had exacly the same test conditions and the maxim had finished the squad while the DSHK has 2 models left. I did new tests for close, mid, long range's and now basically the DSHK finishes and pins <1 second before the maxim, I think we can assume it's basically the same.
The conclusions I take from these tests are that the DSHK has exacly the same stats as the maxim but costs more and has less firing arc. I agree that the sprint ability has to go but in relation to stats it would make more sense if the DSHK has stats in betweed the maxim and the 50cal or even if it was to the level of the 50cal. I tested the armor piercing rounds for the DSHK and while it does a bit more damage is doesn't do the damage the 50cal does. |
Dhsk has more DPS than the maxim, has more penetration, gets AP rounds and can sprint.
I believe it actually does not, maxims seem to do more damage than the DSHK, I've done one test after I heard it in a stream (don't remember who's stream). |
The thing is since the western front armies were introduced the game balance went to the crapper, that's the problem of introducing new armies when existing ones are balanced 100% to each other. With this in mind what relic should have done is as the western front armies were introduced the existing armies should have changed in composition to adapt to fight these new armies.
Imo all armies should be redesigned, I have actually thought about all this and have made plans to make my own mod, I have everything ready but I've come to the stage were I lack modding skills and time to learn those same skills. :/ |
So I've come with this idea which might affect mostly bigger team games but it's none the less important for all game modes.
Most of us have been in that situation were we were losing and suddenly we see a chance to take out a really important tank, we commit all our available units and despite some losses we take out that really important enemy unit but then, when we are taking advantage of out hard won little victory, seconds later the same unit is again in the field and this time it proves too much for you to handle so quickly.
My idea aims to give the losing player a bit more help to come back into the game and/or punish players that don't use their resources properly and this idea consists of setting certain maximum limits to each resource type. Let's say that the fuel limit is 300/350, this way if you build a elephant or a croc and if you lose it because you didn't play properly you won't be able to build another one instantly and thus give a chance to the other player to get himself together and possibly catch up in tech/army composition. The resources limits I'm not 100% sure but something along this lines would be fine:
-Max Manpower: 1000
-Max Munitions: 500/600
-Max Fuel: 300/350
What are your thoughts on this? |
Long story short, doctrinal 300mp DSHK does same suppression as 260mp Maxim but has shorter cone of fire and does less damage. Shouldn't the smaller cone of fire be a drawback of having higher damage? Maybe replacing the values of both hmg's with each others may solve this issue while making both machine guns worth for different reasons (Maxim for standard damage with bigger cone of fire and DSHK for higher damage but narrower cone of fire). |
It basically has non doc riegel mines... Its one of the units that is super worth getting mid/late game. |
It's just rng. In one game I had one mortar that won me all engagements and even the match. |
The 222 stopped being a sniper counter to become a fill-in for anti tank because the goal was to break the panic puma meta.
It's a shame that the 222 only really counters the m20 and the universal carrier... Since the sniper cloaking was fixed why not revert the 222 back to 221 (anti-infantry)? No one really uses 222's to fill the lack of an AT gun because of AEC, Stuart, AA half-track, T-70 but wehr do need something to help the 4 man squads win engagements more often (without having to blob). |