Oh yeah, funny.
50 range atg with no cover has the ability to rotate the gun and enter in a juicy death loop...
Good news is.... raketen is so trash the enemy won't recrew it actually.
So you want it to be able to stand up to single infantry squads like a volks squad like it does now? Because they're hard to wipe with a squad with dps less than double bars even if it's alone and isn't retreated right away. I actually steal them all the time because any at gun is better than no at gun (poor lt) and the fact that they have no gunshield is basically irrelevant until real tanks show up (even if they do give green cover) because you can just retreat it and its original crew is basically normal volksgrenadiers. Time after time I'll find some rak that was sitting in camo with a patrolling rifle squad or section and it'll just retreat after a couple seconds of taking point blank rifle and/or automatic fire and lose maybe 1-2 men.
So it hits the ground sometimes or misses a UC at max range. Boo hoo. Usf at gun can barely penetrate an okw p4 at mid range without constantly spamming ap rounds and will get wiped by stukas (really the only thing stukas excel at though- deleting team weapons). |
Correct me if I'm wrong, but I think I heard somewhere that the at gun crews don't actually benefit from the green cover that their gun shields supposedly create. If someone could confidently confirm or deny that I would appreciate it.
The thing still has retreat too. |
I really think the only option is to nerf performance and decrease cost on a lot of axis 4v4 dominating units. Essentially units like the panther can't be made cost efficient with their current performance because than they would be game ending units. Or you could buff at guns but then that would screw over panzer 4 more than the current td spam meta already does and still makes tier 4 cost inefficient.
I would agree with that statement, and with what drChengele wrote. Just by the nature of the dynamic between axis and allied tanks and the way they're priced really makes axis tanks overly cost efficient in teamgames IMO, since taking out any axis armor bigger than a p4 will almost always constitute losses on the allied side that usually far exceed the cost of the thin they just killed, especially in terms of manpower (especially especially if infantry are involved too, as they usually are). Add to this the fact that "minor armor losses" for an allied side in a team game is usually actually losing a (or multiple) tank, while situations of the same level for axis usually just mean them repairing a damaged panther, kt, etc.
And then there's the elefant and jagdtiger (at least they're getting nerfed this patch). |
Gammon bombs and Bundle Granades are not related to each other. Gammons are a gimmick at specialized semi-doctrinal brances in a faction with very strong infantry, Bundled Grenades are on T2 stock infantry in a faction that already struggles against infantry, and it struggles BAD.
If there is a more pressing needs to balance things, its Penal AT satchels, courtesy of the Creators of Universal Penal Spam. The tank wiping potential is ridiculous and is constantly abused. It does 240 damage to vehicles, which means that its a guaranteed wipe of a medium tank in 2-3 shots. Which is not that hard to pull off as most Axis tanks / vehicles are rather slow to accelerate and backpedal out of range, and if the first connects, the tank is slowed down sufficiently so the rest will connect anyway.
90 munitions two/three-click abilities shouldn't give you tank wiping ability on stock infantry, period. Penal AT Satchels are problematic due to the combination of range, too high damage dealing ability and the fact they do not need much positioning as the satchel will always penetrate because of absurd pen, regardless of hitting rear or front armor.
In contrast with the allagedly 'problematic' Bundled Grenade (of which no one complained about ever, and which in contrast is doing 1/3 the damage of the penal satchel, doesn't auto-penetrate armor, isn't heat seeking and doesn't cause engine critical), the Penal AT Satchel always penetrates, costs about the same as and the bundled grenade (or less with Vet)....
Kinda potent for something that's existence was justified by the occasional pushing of PTRS models with light vehicles that aborted their aim, is it not. And guess what, its not getting nerfs, its getting BUFFs - a its is now also heat seeking. Also it probably wouldn't hurt if the ability's activation range would be reduced by one-third, the damage against vehicles to 200 from 240 to prevent it giving you easy thank wipes with satchels (unless its a StuG or something smaller) and if the PTRS upgrade would make PTRS Penals also slower asthe same rate as Heavy Sappers, to prevent reoccuring scenes of weaponized autism chasing after tanks all the time, and last and not least, because Gammon bomb.
Oh, and while we are at it. Why is the Bundled Granade also not an auto-penetrating snare (which was btw its historical function) like the Penal PTRS Satchel? Because PTRS is getting DPS buff after DPS buff yet its somehow fair to have Super-Snare on AT Penals, its fair to have snare on AT Riflemen, but its somehow horrid to have them on Schreck Panzergrens..?
Lmao bitching about penal satchel. It has a four second timer and a huge windup that you can just cancel by reversing out of their range, so unless you aren't paying attention you should really rarely get snared by these. Even a reversing kt can easily evade penal satchels (speaking from recent experience). It's also not a tank 'wipe' last I checked because it doesn't kill it instantly. It's a tank wipe as much as the grenadier stun nade is an infantry wipe.
That being said, it's my opinion that penals really had no business getting access to at tools in the first place (back when guards were still good in live anyway), because there were still other solutions, and live penals are still pretty op for various reasons, but honestly complaining about at satchels screams l2p issue. |
Tommies are still decent out of cover, they're only trash when on the move.
Only lmgs, at weapons, and flamers drop. They are significant upgrades to a squad. A single ppsh, g43, or stg is not. In fact, tommies only have this problem because at vet3 they get 2 shiny new scoped lee enfields that don't drop, which count as slot weapons like an stg. So at vet3 they are a 5 man squad carrying 4 weapons, because the slot weapons still count when factoring into the drop rate #lelic
That's why they are pinatas, they will drop weapons after 1-2 model losses.
Don't brens take an incredibly long time to reload out of cover or something like that? IIRC their rifles are very minorly affected by whetrher or not they are in cover though. |
DBP Greyhound is perfect.
@A. Soldier: I can live with it not having a tank call-in because the M3 Halftrack, Withdraw and Refit, WC51, and Assault Engineers all point to it being a light vehicle commander. IMO Combined Arms replaces a tank call-in as a lategame ability.
Armored Rifles would be pretty OP because they would have M1919s and Bazookas alongside M1 carbines if they were portrayed accurately. IMO just basically copying and pasting Cavalry Rifles from campaign would be good enough, but Satchels and Grease Guns would be really flavorful.
Speaking of Grease Guns.. RE's should really come stock with Grease Guns, and have to upgrade to Carbines that provide smoke and rifle grenades plus a DPS increase.
Those would have to be some pretty bad grease guns lol. And how much of an increase would that be? Like paratrooper/ranger levels or what?
Having cavalry rifles in mechanized would really add something positive to the whole commander and hardy close quarters infantry that can tacke buildings is yet another thing nondoctrinal usf lacks, so I'd be all for it. |
Of course, passive healing was meant so despute getting a weaker start, mechanized builds were viable because of passive healing out of combat.
It doesn't matter if you want to backtech or not, no faction is forced through a specific teching part (full of useless and trashy units) to unlock mere healing, which, like kurfurst said, happens to be the most expensive and also the less mobile.
That's really a wrong approach, rather than saying "here you have less cooldown/reload/x bonus, you gotta rely more on combined arms as volks are merely a filler now" it's saying "ok we can't nerf the crap out of luchs because is balanced as ai only vehicle, we can't nerf volks because btg hq is a meme, so we put a constant bleed over mechanized builds you can't do anything about it"
With proper crap halftrack buffs, an mg that isn't a meme (somwhat more expensive for sure, yet able to deal with green covered squads as it doesn't shoot rubber, BECAUSE DPS MATTERS) and decent sturm (which implies a little more buffs than simply being able to benefit from his veterancy, like Changing that poor nonsense 0.87 RA to something more fit for combat for an higher base cost) I would definetly get nerfed volks, even by removing stg upgrade and simply reducing the reinforce cost and initial price to something more fit.
I would actually be on board with those changes, especially if volks were toned down as compensation. Would make for a much better faction dynamic I think. Tech will always be messed up in this game in different ways though. OKW has to get healing through bghq, usf has to sidetech for days (and their tiers are the worst thought out unit organization ever), ost has problems with t4 being inaccessible, soviets t2 is actually unusable right now. |
First and foremost the recon sweep should definitely be replaced entirely on both commanders (as you already said). Giving 5(?) cp recon to usf commanders is like giving an mg34 callin to ost commanders.
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LMAO gotta love the "nerf" on the bundle nades.
I wish allies got these nerfs
Why what is it? (I can't find it lol). |
It's ok nerfing volks, but I really do think there must be another way other than delaying the passive healing...
The passive healing was meant to give mechanized builds some kind of decent form of healing that isn't a constant muni bleed, since okw healing is the only healing tied to a specific tier.
What about removing sight bonus, or reducing cooldownd bonus ?
Wait so you'd take combat nerfs over moving the passive healing? It's also worth pointing out that sturms do have the crates (albeit too expensive for constant use) and setting up a medhq too isn't that expensive and won't delay your game that much. I always backtech it for the healing and sometimes the frp when I go luchs. And in the long run, backteching puts you that much closer to a kt too. |