IMHO the most OP unit in-game - IRHT. No brainer unit that completely broke true sight system in-game. You could see snipers, stealth units, no any chances to any surpise attack... |
Just give them little more utility:
1. Add ability to shoot tanks like B4 have
2. Add smoke barrages
3. Add flares
4. Add Ability to shoot in row, like wstuka, with special rounds - lower range, but create green cover hole after hit. It could help to move closer your troops to enemy frontline in-secure, like it was in real war.
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why not, t34/85 are gonna act like panthers. don't really see a problem with that, maybe the t3 t34/76 could be locked behind an upgrade or tier 4 like mobilized reserves. And on the docs that got t34/85 we could change that with IS2 for gmca/aw and kv1 on armored assault.
The better option would be nondoc kv1 at t4 and t34/76 at t3 but who knows.
No need broke non-broken things. |
I think problem with TD could be solve much easier:
1. Increase damage to 200
2. Decrease ROF
Axis mediums always pens by allied heavy TDs, high ROF makes them very vulnerable (4 shots and you will be dead). While with decresed ROF and increased damage it still need 4 shots to kill mediums, but make them more orientated against "heavy armored units" with bigger HP pool. Axis medium got more time against them.
Regular ATGs still good against mediums, while heavy TD will be more preferable against heavy armor.
It's idea about how super heavy works now (like isu-152) - it have so slow ROF, while good damage and pen, that if you see medium and panther or tiger, the more obvious that target will be heavy armored unit not p4.
Allied top TD should be oriented more fight against panthers,tigers and other big boys. While fight against mediums - ATGs, mediums and infantry support.
Much easier will be change HP pool of heavy units and ROF of TD, than try to play with pens (even with stock pen, axis mediums in very bad spot against allied top TD).
What about Jackson and FF - they both have turret, that give them much more "defense" against flanking and also make them more mobile in terms of fire. It's better decrease turret rotationm but give them toggle ability like KT have, like "Focus mode" - speed of turret rotation increased, but in range (90 degrees or 60 or any other value). If player don't use ability - ok, you can shoot to any side without need to rotate your TD, but make them very vulnerable to any flanking.
It's all my thoughts about current balance allies TD vs axis mediums. |
1. For all ATGs and TDs make that option "Vehicle prioritize" always turn on. You can turn it off, if you will.
2. For all AA units add "AA prioritize" button - it's very annoying when instead planes your AA try to kill armor or fight with infantry.
3. Add button "Handbrake" like halftrucks have for all HMG - sometimes you need manualy choose targets, but one missclick and your HMG will start to pack up. When this mode active, retreat will be work, but for reposition, you need turn off this mode.
4. It's possible add to all ATG and TD mode "Don't pursuit\Hold ground"? When unit will be fire at enemy, but will not pursuiting him? When this mode active, if you command to unit for attack, it just will go to distance where it can firing. |
IMHO i used this doc some time and it just need:
1. Rework of ptabs - give engine damage like regular snare works, it will help to chase enemy armor.
2. Replace ML-20 to another ability - mark target could be very good, but it also can make balance issues when used togetger with ptabs. More better give some specific ability: like "Smell of prey" (sounds stupid, but good reflect identity) passive ability for all your light and medium tanks, they will get speed bonus when to them near enemy armor with crippled engine or with shocked crew (after hit on light AT-mine or after ptabing).
The main power of this ability are at-cons, they are very powerful, but...hunter is someone who chasing his prey, while in this doc...you don't have anything for chasing. All abilities are very static and it always meaning that you must wait your enemy to catch him in trap. It's very close to brits sim-city, OKW and OST defense doctrines, in terms of gameplay. More proper to call it "Advanced anti-tank defense". But while other doctrine gives you not only AT defense, but AI also, in this doctrine you have all abilities works only against armor.
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What about give to panthers ability similar to su-85? Increased range, increased pen, small con of fire, decreased mobility. It will reflect some kind of "ambush" style of working. The same way as su-85 do it, while keep their identity as medium tanks hunters.
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Yes I saw that video that showed someone using the ability once. I did multiple tests where the ptab did over 900 damage to an elefant
The abilities are different though. Ptab covers a much larger area than frag bomb. You can't standardize one aspect of the abilities when they aren't the same to begin with
It means that this doc must be choose only against elef? Want more simple choice against elef - mark target+ bombing run could kill elef or JT. I could agree with ptab, if it take engine damage, but with so small damage against more numerous armor as p4, stugs and panthers, it's just laugh. Just make test, how much ptab deal damage to p4 or stug? It just waste of muni for such pesky results.
And again - in docs with frag bombs you could have - tiger and still have good ability+heavy, while in pure AT doc, you don't have elite infantry or elite armor. Ability should be reworked or replaced by AT overwatch. Beacuse current state just waste of muni. |
What does that even supposed to mean?
Pretty much all planes move at the same speed without noticeable differences.
Difference in time between first red smoke and when plane bombs will fall on the ground. OST frag bomb hit the ground earlier than ptab. You have lesser time to escape.
In fact if ther is no way how ptab could be repaired without to be strong like in old days, just replace by AT-overwatch, it fits theme of commander as well as ptab.
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Mainly it comes down to 7men cons (and to a lesser degree svts) being stupidly made and balanced. it turns average infantry into gods which you can never really truly out trade. I mean when it comes down to it. 7men cons can arrive at 10-15 min, which is relativly quickly considering the benefits. and it makes them stupidly effecient and allows for braindead play because they win almost all engagements. Spamming sandbags+7men is pretty much straight up unbeatable with just infantry.
Your suggestions how to make cons PLAYABLE? Cons can't have any weapon upgrades, can't have proper grenades, if they can't stand ground against enemy infantry...farewell cons. Hi, good old penals spam in EVERY SU game. Because your maxims are trash and your cons are trash.
If cons digged in and you want beat them only with infantry...bad news for you. Use combined arms. How you supposed beat ONLY with infantry mg spam? Or falls spam? It's pretty much unbeateable with just infantry. |