My feelings on the Brit changes:
I feel like the aec still misses a ludicrous amount of shots on the move and accelerates kinda slow for a unit that's supposed to be the flanker or close quarters version of the puma, and it (rightly so) can't fight infantry anymore. I also feel like light gammon bombs are still a little cheesy considering commandos get the best version of infantry camo. I feel pretty dirty just chucking one at an mg or mortar in cover from camo for a pretty much guaranteed wipe. I had an idea off the top of my head that maybe giving it wider aoe (like a lot wider) but reducing the damage 40 (half of a model's health right?) or even less and having little damage fall-off at range so that it's an effective way to open an ambush even on a larger force, but can't be the ambush by itself. I think that the tulip changes might be a little much seeing that the brits have no non-doctrinal way to immobilize a tank except for the aec, which can't really hold long enough in the lategame (especially stationary) to snare bigger tanks. Also, is there a reason that Brit gliders can't be repaired? It really sucks to call in a vanguard glider and have it too damaged to make commandos because rng decided it should get shot up by okw base aa (not a problem anymore I guess) or if it's later game, pintle 42s or the flak base and hit a bush on landing.
Also, for laymen like me, how impactful are the bren changes and tommy and commando RA changes? |
We didn't implement that. It's been in the game in for awhile. Vipper's referencing a change awhile back and stating they are now too cheap at 180 despite maintaining the 25% damage and the boost to Volley-Fire.
If we were to add anything, it'd be those light M7 mines that temporarily slow vehicles on hit after an officer hits the field.
Just out of curiosity, how come after they hit the field? All other factions can lay their comparatively heavier mines right out the gate (except for brits because sappers are t2 of course), which only really has dubious usefulness, since most people just save muni for weapon upgrades when they tech up and mines are really expensive in the early game anyway. |
They do? I thought Volks costed 23 and REs 25.
I'm however glad Rifle Company REs will now be able to get a sweeper and a flamer at the same time, cute buff for an overnerfed Commander.
Both are 25. Eh that's actually pretty useful. Still would like to see riflemen fire up not have debuffs. There's already so many no consequences sprint abilities in the game; cons have it, jaegers have it and assault nades lol, the russian army can have it at the same time, etc. |
Eh the .50 cal comes out pretty early if you rush lt tech, and moving it to t0 would require the gun to be completely reworked since it would be insanely op when compared to other t0 mgs
Yeah, it's fine where its at. Also, it counters kubel as hard as kubel counters usf. |
20% is fine early game, but you have to consider RE only deal damage through their gun upgrades. They also have worse survivability than Rifles and lack grenades along with snare. Rifles also have 30% weapon accuracy when they get to level 3 on top of another hit of RA.
They only can get 1 weapon and a sweeper now from the 2 weapons with a sweeper. Unlike the other engineers, RE generally don't do as much building or support due to vehicle crews so they'll be fighting more.
Do note RE were never worth 200 and Volley-Fire only had one use and that was against Ostheer pioneers who decided to close the gap at max range rather than backing away when the ability activates.
Besides, I think people would prefer not having to go Rifle, Rifle, Rifle every game to hold ground outside of certain strategies which intentionally avoid fighting until an officer arrives.
They are also one of the worst infantry in terms of cost effectiveness. They cost the same to reinforce as volks. |
Another...? Which Wunderwaffe do you believe they already have? Tiger, lol?
Ele is about the only thing you could call Wunderwaffe but it's extremely late, expensive and needs a ton of support, which is usually already wiped by katys, mattress, WunderBritPits and so on and so forth.
Or were you talking about the WunderStug?
They have a wunderwaffe called okw. Also, in its current stug might as well be wunderwaffe for 90 fuel. |
And 100% chance to snipe outside the enemy range is not the same with 57,4%...but if in your opinion the Elephant in the MOD is OP feel free to argue about.
This is has more do with long range TD being to accurate than allied or Axis issues. Imo JT is also far too accurate and I would even not mind if Elephant's accuracy was slightly lowered.
The effectiveness of allied to TDs to hit PZIV at max ranges make PZIV units not worth investing.
Further more the accuracy vet bonuses that allied TD get offers very little since they can already hit most axis vehicles reliably.
To sum up:
1) The M36 DOES NOT need the accuracy buff it gets in this mode
2) Accuracy buff for allied TDs offer very to them especially to units like the Firefly that has ridiculous high accuracy to begging with.
3) High accuracy of heavy TD vs medium tanks at max ranges is actually bad design.
Wouldn't making TDs of all types less accurate at max range make them rng monsters though? Like, if there was a 50% chance to hit a jackson at max range with JT then either you could miss like 2-3 shots in a row, which is devastating, or hit both the first two shots, which would probably be equally as frustrating for the Jackson's commander because it was only a 50-50 chance to hit one shot, meaning that there's only a 25% chance of 2 shots connecting. Totally hypothetical situation, but it highlights the problem with decreasing TDs' accuracy, even though I'm on board with what you want the end result to be.
That is already the case in the live automatch.
This fantasy mod just made it more fantastic.
Lol stug spam? Paks?
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Either bother to read the latest posts, or don't make a post of your own. I have twice in this thread conceded that the Maxim and Conscripts could do with a buff in order to add a bit of diversity to the Soviet early game. Penals are too good, and they are in stark contrast to, say, conscripts, which are next to useless without the PPSh upgrade.
My suggestion, I will re-iterate, is to reduce Penal's stock accuracy, but beef up their vet buffs so they can retain their usefulness into the late-game. My other suggestion was to improve the Conscripts' viability, perhaps by making them cheaper so they're more useful in the early game.
I mean, even now late-game you do have shock troops and guard rifle infantry to fall back on.
Or you could give penals some sort of an upgrade that's mutually exclusive with the PTRS upgrade like DPs for late game after corresponding nerfs. It would give them a role at least, as sort of guards-lite, which they already are anyway (but better). |
That'll boost the power of mediums even farther. Not something needed at all for 1v1. Teamgames is another story, but a lot of times it's a map issue or a team synergy issue.
Won't it not really affect 1v1s though? You rarely save up enough fuel to rebuy heavies somewhat constantly like you can in teamgames.
Having to wait another 230 fuel to call in a single vehicle again is already a hefty price. Any player that just floats that amount in case their Tiger is lost, is just giving their opponent less targets to shoot.
And even if you do lose a Tiger and immediately call in another one, you've got to retreat and consolidate to prevent further losses of units in exchange for territory, and it also comes with zero veterancy. I don't see why people call it "easy" to replace; even in my 2x income mod matches you don't just call them in one after the other. BTW they cost buttload of manpower as well.
The thing is, in teamgames that last a really long time (like 50+ minutes) unless you play like a true soviet commander with your tanks you shouldn't lose that many when you have a heavy because keeping one heavy alive usually means you aren't "bleeding" from losing a medium here, a medium there. This applies to both axis and allies. They are much easier to replace in those situations than they are to take out.
no
Ah a well thought out and insightful counterargument. I applaud your eloquence sir.
Why even bother posting? |
Kubelwagen:
- Moving burst from 0.1 to 0.75. Moving cooldown from 0.125 to 0.675
Yeah.
And I do play okw, Alphrum. I have a couple of friends who prefer axis, so while I prefer ost, I do also end up playing okw plenty. I also use a kubelspam to pfusies strat when I'm feeling cheesy, so I know exactly how rubbish they are in live on the move, but I also know they're way faster than infantry and are rng magnets because of high (for small arms) armor and mediocre health. There's also no rule that says you aren't allowed to stop and fire a burst when you kite either, that's how you're supposed to use ost panther. And echelons comfortably lose to everything else in the game so why should they not be able to beat kubels in a certain situation? They're of comparable cost. |