T-34 Ram
It's already ther are so many argues of that ability. Ability that force you to play in russian roulete to lost 300\90 unit (you almost never have a chance to save t-34 after that). That have serious restrictions - distance, direction, engine overheat. WHile such ability like blietzkrieg don't have any drawbacks and could be used as no-brainer tool to save your armor. It will be interesting if it have some drawbacks.
There are only 2 ways - keep it as is or replace by another ability. T-34 keeps old vanilla design from start of game as cheap, replacable tank. When it cost 60 fuel, it could work. Now in most cases, you have medium without any ability that could be used in 1vs1 (how often you used ram or cap point ability in 1vs1). Really, the game that have design that you MUST keep your units alive, give you unit with suicidal ability? Ridiculous.
Some examples of possible abilities:
1. Repair engine damage
2. HVAP shots - timed ability, low range, higher penetration.
3. Passive aura ability - tank platoon. Need 3 t-34 to get full strength. 2 t34 - little ROF bonus, little turret rotation bonus. 3 t34- movement bonus, turret rotation bonus, ROF bonus. Just as idea, bonuses could be other or tweak by another way.
Also t-34-85 should have churchill smoke instead ram and cap point. It have smoke chargers on rear and don't have smoke....
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Maybe sth like this: Soviet ZiS gun should pay munitions for each HE shot rather than for a salvo of 4. Each shot should cost e.g. 20-30 munitions. The goal would be to make it less spammable and deadly and make a Soviet player invest in mortars if they wanted indirect fire rather than build at guns. It would also require more micro and munitions if they wanted to spam such HE shots. They would be used to drain a bit of health rather than delete team weapons. ZiS is supposed to be an at gun and building it too early should be connected with a risk of lacking in anty infantry department. It could also be a reason to build su76 if a player wanted a better barrage.
Just replace zis barrage on TWP. Because if we make each shot costs on 20-30 muni it should have buff? IRC zis shoot 4 shells, 120 muni for one ability of stock unit? Sounds like madness.
SU-76 is dead unit, forget about it. No one build it for HE barrages or as AT tool. As AT tool zis 100% better, don't decrease your field pressure (try to hold map without T-70 when enemy have weapon upgrades), have much more better scaling to late-game and have barrage.
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M5 Halftrack
The M5 is given more utility with a healing option. The AA power is being reduced to become more in line with other similar units.
Unupgraded halftrack can now drop a single med crate (no AOE heal) for 15 munitions
Quad upgrade AA power reduced (values to be determined later)
I think everyone remember how useless medkit ability on OST grens (you will see it once in blue moon) and why the same ability will be much usefull for M5 is big question. It will be like cap point for SU heavies in past.
As was suggested in previous topic about halftracks (SU and OST):
Make 2 exlusive upgrades:
1. Make that Quad gun\Flamethrower give little amount of HP, to prevent death from 2-nd ATG shot.
2. Make medical station upgrade - give healing aura and increased area of reinforcement, but need some time to set up.
About AA abilities of M5. It's also the most fragile AA platfrom in game. In some situations AA stukas could easily destroy it, compare to Ostwind and UKF AA-tank. |
I suggest that to bring all team weapons in line with survivability, you can do a few things. For AT guns, they could be brought up or brought down to 5 men across the board. Arguably since wehrmacht are the most "team-weapon oriented" faction, this can hopefully help them weather the tide and preserve vet a little better when it comes to britblobs, rocket arty etc.
For MGs, I suggest that they all be dropped to 4 men, but either accelerate or remove the weapon recrew loop when the gunner dies.
Keep in mind these changes are trying to address the potency of rocket/call in arty in the game where it is just crater city by 20+ minutes in team games.
Death loop not bug, but feature - it can't be changed without game code reworking. Then raks, maxims, dshks - doomed to be in deathloop.
In any way - how you suppose to deal with different stats of different team weapons? MG-42 suppress faster than maxim. Make all MGs the same? How you suppose to deal with different ROF of ATGs? Make all ATGs the same? What you want - create tons of problems with balance and work for nothing.
Don't change things that works fine. |
Schwerer gun for OKW always was indicator of greed and skill of OKW player. Some guys place it very aggressive and get very good benegits from it, some place it behind frontline to secure cutoff.
But as was mentioned before, if you place it aggressive, it becomes much easier to lost it. 2 squads of penals with satchels could almost destroyed it (smoke from mortar or shocks and farewell schwerer). Not to mentioned about double zis. |
Could also add an option to 'hull-down' after the quad upgrade. When stationary the quad could reinforce again, aswell as use the quad.
Hulling down takes +/- 5 sec. and removing the hull down +/- 15-20 sec.) upgrade could come free with the quad upgrade (which is already expensive as is). This idea could be extended with ambulance healing aura or forward retreat point, but that seems a little over the top imo.
It's better IMHO, make separate upgrades:
1. Quad gun/Flamethrower (for OST) - add little amount of HP. Don't die from 2 ATG shots.
2. Medic station - add healing aura when not in combat, must be deployed, increased area of reinforcement. |
Problem with M5 that in SU T3 you need only one unit - T70. M5 and SU-76 almost nonexisten units in current SU roster. M5 (as flame HT) dies from 2 pak/rak shots that means - one mistake and you lose unit and your fuel.
Besides idea of split upgrades in T3, also will be good to increase HP pool for M5-quad and flame-ht, that 2 shots from ATG don't kill them. 330-340 HP as example, their armor low compare to light tanks and they could be executed by small arms fire. And maybe we will see more these units in games.
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M5 quad - you easily can kill 222 with it and also keep PGrens away from your troops. And harrasing of mg-42 will be much easier.
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I sort feel that ISU should be primarily HE tank countered by tanks, while Ele/Ferd should be pure AT tanks countered by infantry and AT guns. I understand it could be just me.
ISU should trade blows with AT tanks rather than outrange them.
Ele/Frd should imo otrange tanks - they should be counter to ISU but leaving a player vulnerable in infantry department.
It sounds nice in theory, in practice - one stun shot, and farewell ISU. How you suppose trades with tanks if you don't have turret, have very-low mobility and low rof? It's like say - M-42 could trade with infantry due canister shots. Nowadays you almost never see how someone try to use canister shots against infantry, due high risk to lost unit. This change just make ISU like M-42.
There is only one td in game that fullfil your description - Brummbar. It can trade blows with mediums, mediocre, but can. And it pure AI unit. But no one in sane don't become to use it against mediums. THe same destiny will be wait ISU, if make short AT range.
Better or don't change it at all (and change instead commander loadout) or change it completely. Change role or for pure AI unit without AT, or pure AT unit without AI.
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Coming back to ISU: Commander abilities revamp plus rear armour nerf make sense - it might push isu in the right direction. I would still think that nerfing AT range to 50 is a better option as it will not require such broad commander changes. It will still be better than axis heavy TDs.
Hmmm...will be ISU friends adjusted as well? I am about Elef and JT. Because, if you make 50 range AT for ISU, it will be clear message for every player - ISU is AI unit. And no one in sane would be call-in it against Elef or JT.
Or Maybe, just maybe, make from ISU-152 copy of JT, with ability to shoot seria of HE rounds like JT do. Problem solved - pure AT unit with AI abilitiy. |