Only for smoke grenade. I won‘t say anything, if cavalrly riflemen have Garand as a weapon. Cap and Leut have Garands in the their squads, so nothing strange. What about major...well... it can be solved in two ways:
1. Change Carbines on Garands. With same stats if you worry this change makes him OP
2. Remove this abillity for major
IMO this is one of those many situations where gameplay trumps semblance of realism. Another example of mechanics that are good for gameplay but would be nonsensical in real life is at grenades and panzerfausts causing engine damage when shooting at the front of a tank. Or cav rifles, guards, and most axis infantry literally just pulling guns out their ass some weirdly specific amount of seconds after you told them so just because you told them to (I’m talking about weapon upgrades lol).
Actually, I’d imagine it’s not so far fetched that assault infantry such as cav riflemen would carry an extra rifle in addition to smgs just for rifle grenades if they’re already lugging around satchels.
As if giving garands to the major guys would make him OP XD
There exists a playerwide cooldown option that you can toggle to make sure increasing the amount of Infantry Sections don't actually increase the artillery rate. It'd still be the hardest artillery to pull off due to the requirement of having to literally throw the flare. But just wait until you hear step two of my devious plan that includes giving pyro Tommies a semi-stealthy recon crawl so they can throw the arty flare without getting pinned at max MG range.
Yeah I know about that it’s just I’d always be chucking the things around as soon as the cool down wore off. It’d be annoying as fuck to play against but then again so are mortars, especially when you have no way of countering them in 1v1s.
I think conscripts, even without ppshs are fairly cost efficient with vet. You pay a bit in the opening engagements when they have targets on their helmets or something but once they get vet they become very durable as a six man squad with fairly good RA considering they are only 20 mp to reinforce. That and they have nondoctrinal sprint and snares at the same time, which is very nice. They do their job well enough to support the things they’re supposed to support and be supported by, which they need to do since neither is meant to nor should be trying to trade on their own.
I actually think bazookas are more or less fine in their own right, especially with how strong Jacksons are right now, as they have more dps than schrecks but less pen so you do have to be on the flank. That makes me think that they’re more of a defensive weapon and I use them as such. They’re also very accessible, but I think the one problem that comes up is how much munitions usf infantry has to spend to trade properly. IIRC the 2 volks stgs combined actually have a bit more raw dps at all ranges than 1 BAR, but they’re the same price and rifles are much more expensive to reinforce. Then you have to put another BAR on each rifle just so they outtrade veteran volks while being aggressive and carrying the rest of your army, which is what they’re supposed to do anyway. I did a little breakdown in some thread, it might have nbeen this one, but usf has to spend an absurd amount of munitions on literally just BARs compared to other faction’s anti infantry weapon upgrades and I think that along with the teching system pulls them down. So in a roundabout conclusion, bazookas are fine as a weapon but not fine because it means almost 2 less vital BARs for riflemen.
The following will be off topic:
People can debate whether or not new storms are stronger than old storms, but I don't think there could even be an argument about which version is more fun to use and more unique compared to the rest of ostheers unit roster. I said this before, when I read your post, I thought it was great that even though you said you faced a much more skilled player and got slaughtered, you still had fun using the unit.
Even more off topic:
A lot of the arguments against the storm changes were that they felt storms would be weaker (not that their stats were even set in stone...). Again, their power level is debatable, but I think the point is that storms didnt need a raw power increase. Complaints/issues with stormtroopers were never that they were too weak, but that they people would usually rather just use pgrens since they do a lot of the same things. Thats why arguments based on powerlevel for new storms being bad never convinced me the changes werent good (and honestly, most of the reasons were power level arguments), esepcially when the numbers were hardly even decided on. My point is, I think people focused too much on power level and not on how much fun the unit was to use.
Imo, if we stuck with the old storm design, we could make them viable, but not fun. The new storm design gives us the chance to do both, and given recent feedback (once most of the numbers were actually worked out; also, camo walking, took so long for that to finally go through, but it was more or less planned since the beginning...), we're probably close to it.
Yes yes yes. For sure. I even said in this thread I’m goig to start playing ostheer just because of the new German infantry doctrine and stormtroopers XD
I've tested it myself and so did Imperial Dane. Dane and I have found it lacking. If you have to keep the mp40, can u please buff the tacticall advance. That was the best thing on the old storms and now its almost worthless against infantry, only ok vs support weapons that can't shoot back. The problem is that once we click the ability, the enemy unit retreats and due to much lower mid-range dps than stg, the mp40s can't hit anything vs a retreating squad. The whole point of old storms was the wiping power. Now even the bundle is gone. Or if the enemy unit is well equipped, it can just duke it out and if your storms aren't 100% healthy, they may actually lose. Or the enemy can throw a grenade. It's very dangerous using hte ability now since u need point blank. Risk is high but return is minimal.
So maybe don’t engage with tactical assault till they’re occupied elsewhere or you’ve cut the off of their retreat path. That was one of my whole points about the new changes being so good, you don’t have to attack up front at all with them now. You can use them with a little more finesse and make sure you maximize your close range dps and flanking potential by being invisible till you pop out to kill a squad that never even knew you were there. Textbook use of commandos that translates very well to storms with a slightly different ability. You read the Thompson para thread, you saw what people said they were for when using tactical assault and that’s what it is, except instead of the ludicrously comically high dps of Thompson paras you have camouflage and still very high close dps. This is why their camo is so good. You don’t have to limit yourself by not taking advantage of it. What does it matter if they hit retreat once they realize you’re there if you’re 7 meters behind them and they have to retreat through 17 meters of max dps mp40s with tactical assault once they figure out their squad is flanked (which usually takes enough time that you drop a couple models before they hit retreat). You wanted real tactics to get the upper hand, there you go. Reliable way to knock off a ton of models or wipe squads with a bit of careful planning and finesse.
Also, are we going to rematch or not? I’d like to show you what I mean.
It would be fairly easy to spot to avoid and it solves the problem of Brit muni starve.
I like the idea, but I’m a little worried about the potential spammability.
At least lowering the cost to like 30 or so would help a lot. It really doesn’t have much of an impact and is very easy to avoid.
A free smoke flare thrown the same way would be great too. Maybe make it unusable if the squad is suppressed to avoid riflesmoke on riflemen part 2 (the throw range of the arty flares is also way shorter than riflesmoke and the smoke would come a bit slower too).
Regardless which unit can do it better St.T or Camo Pg, they simply overlap in the ambush role.
Stormtroopers can be used much more actively and offensively since they have a far and away superior camouflage to ambush camo pgrens. It’s much easier to sneak behind enemy lines with stormtroopers or commandos than ambush camo pgrens because as soon as pgrens take a step out of camo they are revealed.
This opens up a wealth of possibilities for more aggressive and offensive ambushes and flanking through camo to get at support weapons or low health squads without he enemy even realizing.
Well, I see that people who have actually used a unit will tell you how they perform to enemy counterparts, specific tactics used to get the upper hand, how they think the dps profile of the weapons feel, SPECIFIC stuff, while you just said that u can use them "like commandos" and that they're "great" or "wayyyyyyyyy better." Whereas I talked about how exactly they've compared to commandos, cost efficiency, inadequate dps at midrange, difficulties of getting optimal range, all specific points about commandos. I'm sorry that I'm getting the impression that you haven't used them, I'm just inferring from the way u describe the new storms.
Obviously having a strong, offensive, and mobile cqc unit as brits is amazing in and of itself, but all the things you listed about camo are great and act as serious force multipliers, especially in combination. The fact that they have sniper-type camo allows you to use them way more offensively than falls, stormtroopers, or paths and you can really come in from unexpected angles with it. Gammon from camo is some pretty cheesy bs that’s almost guaranteed to wipe support weapons and can easily wipe squads your opponent isn’t paying attention to (especially in 1v1s when most of the fighting is currently going on in other areas and you know he’s microing there). I think I played against Luciano once (who is much higher rank than me, blame matchmaking I guess) and got totally slaughtered, but I did manage to wipe a decent amount of grenadiers with sneaky gammons. I believe they still get accuracy bonuses at vet0 from camo but the speed boost requires vet2. Both are extremely useful and can allow your stens to wipe squads almost as fast as gammons and let you to win fights against far larger forces, even without other support sometimes. They can be really good in conjunction with other troops, too. Having a vickers suppress a giant blob (in teamgames usually) and then popping commandos out of camo with a gammon bomb usually results in an immediate retreat or massive casualties/wipes for them, and they do a great job of low-risk sneaky spotting for your vickers. They also work great as supporting elements in large attacks in the mid/late game and can really throw a wrench in the enemy’s defense by popping out behind their lines and wiping support weapons or retreating infantry. Being able to throw smoke is also very useful for escaping mgs and helping you attack as brits since smoke is really limited until you get tanks or a mortar pit (the latter of which usually isn’t a great idea IMO), and since they can heal out of combat and hardly lose models if used right, they are able to stay on the field for a lot longer than most infantry, especially if you have gliders to reinforce them (they usually get blown up since they’re so big though) and tend to inflict a lot more casualties than they receive.
Honestly, aside from their efficiency and power, one of the most appealing things to me is just the style and finesse they offer and how satisfying it is to pull off some crazy moves with them. I like pumas and the aec for the same reason. There’s my entire essay on commandos lol.
Since you want me to be more specific I guess, that’s a quote from an old thread on what I like about commandos. Some of it doesn’t apply to stormtroopers, such as the parts about the gammon bomb and ambush bonus. They can be used in the same fashion tactically though. You can sneak behind enemy lines completely undetected and then pop out and ambush a support weapon or retreating squad and fade back into the fog of war/camo without losing a single man, and offensively or defensively ambush enemy infantry squads from camo. Tactical assault is a powerful offensive ability that can be used when you get between an infantry squad and its retreat path to maximize your chance of wiping it as well, somewhat making up for/offering a different flavor of the ambush bonus commandos get. Obviously, it increases their target size and slows them down so it has to be used with caution. Camouflage allows you o close with the enemy without taking fire at all and surprise them in almost any situation you’re using stormtroopers, and can be taken advantage of for every engagement you start with them. The flamenade is nice for sneaking up to and clearing garrisons and heavily damaging caches (it does extra damage to them, not enough to kill them on its own though) behind the lines. Having one range where they have a very high maximum damage with their weapons (current revamp mod mp40s) is IMO better than a compromise at all ranges (live stgs) because that lets you actively seek, using camouflage, to engage on the terms you know you will win on, which is breaking camo and opening fire on units at very close range to maximize dps there, which takes a lot of micro, but is literally exactly as doable as with commandos, as they have the same camouflage. I hope you consider these specific enough tactics. I have used them a good amount in the revamp and in live (I play teamgames with friends who like axis and often use elite troops because I like g43s, stun nades, and storms even in live) and prefer the newer version much more than the live version.
You will see a t-70 in every soviet matchup, and a puma 4/5 times to counter it. Nerfing the teller would buff the t-70 and indirectly make the puma even more necessary as a LV counter for Ostheer. Nerfing the teller would negatively impact the meta and build diversity.
I would like to see the OHK removed from the teller. Soviets and Ostheer are fairly evenly matched right now, and both exploit light vehicles as a significant part of their meta. The meta balance right now means you shouldn't just change the teller without also readjusting other light vehicles. I'd be all for making the teller not OHK the t-70, AEC, and stuart if the t-70 and flame halftrack damage on retreat was toned down.
So therefore it should be a problem of those units and not of the mines. I see what you’re saying and agree with the sentiment for sure, so the solution is toning down both in the same patch at the same time, not just not nerfing tellers but also not just nerfing one and leaving the other either.