"From the sound". Seriously? Seriously man? VG 1-5 has the same munnition as the STG-44, but its not fully automatic, so DPS much lower. Same with the MP-3008 - it has the same bullet as the MP-40, and maybe you know, MP-40 isn't best automatic gun (at close range it looks like that PPsh>STG44>Grease Gun>MP-40) so they will not be overpowered.
I mistook the "VG 1-5 rifle" for you trying to say volksgrenadier rifle, so k98k. Honest mistake. They still sound a lot like volks with better close quarters power, which makes for a weird in-between for the already existing sturms and volks. MP40 sure isn't the best smg, but seriously? You put ppsh above stg? Are you kidding? You also forgot about the Thompson.
One more thing. Maybe i'm blind, but i say "Effective at medium range". Volks are effective at the long range, right? So, they have one same thing - "Volks" in name
Um panzerfaust? Einstossflammenwerfer "working identically as Volksgren Incendiary grenade"? You need to calm down and take a look at your own posts just as much as you pointed out I have to. But hey, it is your commander idea so I guess it's not really my place to judge anyway.
I wouldnt be opposed to packing up (mostly for popcap reasons), but returned resourses is not a good direction imo. Emplacments dont bleed, so getting resourses back makes them a free grinder. Build a pit, kill a few models, pack it up, worst case you break even, best case you bled the enemy a good chunk AND dictated their build order towards a cancer fighting build which now doesnt matter because you have mobilized your army and they are stuck with their chemo.
Writing this i have convinced myself that packup at all is probably a bad thing.... It just gives too much forgiveness and allows emplacment creep...
Even though it isn't quite the same thing, usf had that refit and refuel thing in mechanized commander. You do make a good point though.
I still just think that brits should get a normal damn mortar.
This replay demonstrates At satchels being used numerous times. I hope this dispels the myth that only noobs get caught out with satchels as both these players are top 25.
I have no opinion if satchels sway the outcome of this game.
Replay is also worth watching regardless of opinions on At satchels.
On this thread, it's been said that you get at satchel'd when you screw up (or pathing goes bonkers but that's it's own issue) much more than players being noobs. IMO, since there's so many caveats to its power (short range, cancels if target goes out of said tiny range, slowish animation compared to at hand grenades or faust, expensive-ish), the only reason you ever get your vehicle satchel'd outside of those two instances is when the opponent clearly outplays you, which isn't a problem.
Sidenote: I bet at satchels are hilariously op at lower levels of play lol.
IMO AT Satchels should've been locked behind a fuel upgrade ala sticky bombs.
In fact, normal satchels and probably demos would've been better locked behind a global fuel upgrade as well.
PTRS rifles, for penals, guards, or conscripts, likewise would've been best remaining doctrinal.
Wasn't that how this whole issue arose in the first place though? I mean, people complaining about lack of non-doc t1 vehicle counters? Which, IMO, is silly because that was the vulnerability in exchange for the power of t1 openings, and like half of soviet commanders have guards anyway.
You make a fair point. While this would have been a major problem in the live version, being able to pack up does reward those who can read the wind. That way it isn't as painful, even if you do lose the veterancy. Though it would be nice if Trenches themselves could be more resistant to that ability to at least maintain some kind of foothold.
In my defense though, I won't go beyond 30 Pop Cap towards emplacements in any given match. Beyond that and you are a sitting duck. I'd go with Mortar Pit first and later a Bofors or a 17 Pounder. Everything else in my defensive line is a mobile unit inside a trench or on the flanks. I don't consider it blobbing.
That being said, the Mortar Pit's auto-fire range decrease is going to make people build it closer to their other emplacements. My normal, idea layout involved placing the Mortar pit behind the Forward Supply Station, the 17 Pounder/Bofors on the outer limit of the aura facing the enemy and Trenches about 20 Range in front of that.
While I do still feel the armour increase is the way to go for both the Mortar Pit and 17 Pounder, I will look forward to testing your way first with the target sizes. That and re-test the Mortar Pit durability after the upgrade bugfix.
He makes a good point that mortar pits will still have to be built close to other emplacements in order to cover them from indirect fire since brits have no alternative counter to indirect.
I still think they should just get a copy pasta'd ost mortar and be done (or even a soviet mortar because apparently ost is the only faction in the game with 4 man squads/weapon teams) as that would also allow 100% mobile british players like myself to do their own thing without being incessantly punished by nigh uncounterable indirect fire.
While you make some good points. I would add that while the vast majority, If I am not wrong EVERY SINGLE OTHER, snare has breathing room in regards to not being an instant engine cripple. It often takes 2 snares to bind a full health tank while the penal satchel takes out 1/4 of a full health tanks HP. HUGE game changer when landed.
Sure, it takes 2 non-satchel snares, but those snares are also significantly cheaper and have a much longer range and won't cancel, and they don't have 4 second fuses. People always say stuff like jt/ele being slow justifies their power, so AT satchel power is justified by being slow, short-ranged, dodgeable, and having the potential to drive to safety or at least to covering units in the literal four seconds it takes to detonate. You don't even have any reason to shove axis tanks that close to penals anyway, except maybe flanking an allied heavy, which doesn't happen very often.
The intrinsical difference between Satchel as a snare and any of the other snares in the game, is that once you trigger the action on any one of them, it will fire regardless of the position of the target.
AT satchel requires the target to be at 10 range during the whole animation. Damage dealt is 240.
Cost to tech for both is irrelevant as it's part of the natural teching process. Timing is what matters.
You get a truck deployed around 4:30 into the game. At around 4:00 you get 60 muni (flamer) which makes it relevant to have a snare.
PD: in the mod the satchel is behind the PTRS upgrade.
Yep. Didn't they also decrease volks faust cost? I thought that happened a while ago.
Addressing the last line: huh. It does make sense but I think it's silly to complain about.