Maybe usf major allow new rifles to use AT rifle grenade at vet 0. But that is all.
yeah, this came up in a couple of other threads before and i like the idea. apart from that no further buffs are needed or justified IMO. |
On the last day of Winter Relic patch gave to me:
12. No more heavies with vet2 longer range
11. Manual MG/Ostwind/Insert other unit reload
10. Stug TWP to 160 dmg and vet 2 and vet 3 swapped.
9. Small token accuracy buff for PV at vet 2 (simil to other TDs)
8. Penals requiring AT nade/Molotov upgrade for upgrading PTRS/Satchel.
7. Maxim sustained fire at vet 0. Vet 1 reducing muni.
6. Flak HT +4dmg vs vehicles
5. OH bunkers cost goto 50mp. Upgrades absorbs 100mp. Reinforce bunker been made viable.
4. M5 HT dropping medkits.
3. -10 armor on T70
2. Su85/Jackson smaller vet penetration buffs
1. 120mm vet requirement adjustments.
that's a good list right there, i'd subscribe to all of this except maybe the range reduction for heavies. a manual reload button would be sweet for mgs as well... |
IMO the usf tech structure after the overhaul is fine as it is currently and i'd stay away from any major revamps. the split of soft and hard suppression and AT platforms between lt and cpt tiers provides some strategical depth (at least in theory) and already limits the access to teamweapons to some degree. i'd also say mortar and pack howi are distinct enough in both timing and purpose, since the former is mostly limited to serve as a smoke dispenser anyway.
all that's needed at this point is probably to bring the pack howi and scott in line with other indirect fire options |
Problem is, that should be the role of StuG E, not of Brummbär.
Edit: not to destroy the hole unit situation, I think best would be to make Brummbär exclusive instead of StuG E.
for once this is a proposition i agree with. making the brummbär doctrinal instead and similar in performance to the kv2 could create an interesting lategame alternative to the tiger and allow the poor 150 mm gun to finally live up to its name. still, as this would require a lot of adjustments to the doctrinal roster i'd say it's rather unlikely to ever happen. |
+1 for reducing the cp requisite on relief inf and rapid conscription. both currently come way too late to be of any use |
You can't "dodge" with an emplacement can you???
well, sort of. it's called brace |
I don't see a problem with riflenades, they aren't hard to dodge, if they didn't have a timer that would probably push them into op territory
well it's not that RE riflenades are particularly hard to dodge, but more that you have to do so manually while your opponent doesn't need any input, besides maybe moving their squad into cover. that disparaty in micro tax is what makes the ability 'cheesy' in a way, even though it is not really op |
~300mp and 90 fuel is not high enough cost to use it?
i'd say the ability is fine as is, but i can speak from a 1v1 perspective only. most complaints seem to come from 2v2 or up, hence the 'debatable' part... |
I am sorry that you where disappointed. On the other I am pretty sure you are familiar with basic of game mechanics. Other seems that they are not and thus make claim that are not true.
ah well, fair enough i guess. still, the more you know, the more you realize there's so much more left to learn. i'll keep my eyes open for 'advanced game mechanics' then |
i'd rather not see ram as one of the very few unique and iconic abilities left in the game being removed. if it is too good or "cheesy" (which is IMHO debatable), it should rather be paired with an additional cost. maybe either by
1) some 30-50 munitions to make the ram-offmap combo more expensive, or
2) by gating it behind a fuel-based unlock for each vehicle to give it some sort of opportunity cost. |