I think some auras (command panther definitely) already improve with vet. Sturmoffiziers doesnt, for obvious reasons. |
You are right, that's the point I was making, because the other guy was using the statistics to point at Wehr being OP or at least too good. The problem is that we don't know what exactly is the reason why arranged axis teams win more often in 2v2s, might be OKW, might be the synergy, who knows...
Exactly my thoughts. |
Thanks for the warm welcome.
Feel free to shut your smart-ass mouth.
It would be easy to fix. How hard could it be to add in a logic of "if satchel snared to vehicle, do not snare anymore". I don't work at Relic, if I did, I would look into it on my lunch break.
I am sure they have a thousand things to fix, but this is a pretty serious bug.
Whoa whoa whoa mate where did that come from? |
The real problem of USF infantry is that Riflemen are way too effective leaving little room for other units.
Pathfinder should have their reinforcement time cut down but that should apply to other units also. Reinforcement time should be dissociated from cost and be associated to unit type (engineer type, support weapon, mainline infantry, elite).
I am not sure about a price discount but if they get one it should be small. They are long range cloaked recon infantry that has little place in the middle of firefight.
I agree, but it's more like riflemen are way too forced. You need at least three rifles to have sufficient clout early game and then you get another damn free squad of basically riflemen when you tech, so calling in paths is usually asking to be bled to death for lack of support teams and just general lack of manpower. I wish it wasn't this way, but that's how it is. |
Lock all call-in vehicles behind tech. For the M4C, I'd also tweak its stats and price to make it a primarily anti-infantry unit think Soviet Ostwind), which would make Soviet T4 somewhat similar in composition to Ost T3.
I think its supposed to be more of a ez8 for soviets, and IIRC it has a smaller AOE. I actually think this makes more sense, as t34s already do a good job with infantry. |
Why do Pathies go for 37 MP anyway? It's so overpriced, like the LT/Captain 50 mp model.
Because fuck usf. I have absolutely no idea, but reinforcing four guys (after crewing a weapon) is absolute murder in the midgame. |
Just return the super-light changes that Relic stripped form WBP. For Kubel, this means shared vet from infantry and a balancing of its maphax.
How were the maphax changed?
I saw a vet5 kubel once in a 1v1 on kholodny ferma summer legit. He just left it guarding the bottom VP once it reached vet5 and I kept forgetting about it from time to time and sending a lone squad, but they would always get suppressed then the kubel would self repair lol. It was pretty lulzy and survived for a long time, but it got sniped by my base .50s after about 45 mins (I was usf). I was sad. |
Best way to fix them would be to simply lower their reinforce so it's not a ridiculous 37mp. Maybe give them an extended range snipe shot with vet that deals 40 damage and if you're below 50%, it crits and abilities on the beacons if we want to be super fancy and add crazy stuff while keeping in line with the unit.
IR Pathfinders need to get shared XP given their squishiness, mediocre firepower and their vet needs to boost their abilities.
I'd be down. They're in such lackluster doctrines that it'd be cool if they got more abilities.
It'd also be nice if beacons were smaller and more hideable, more like the radio triangulation devices in the coh1 brits' commando regiment, as right now it's really hard to put them anywhere but in the open, and just extend the range of influence over paradrops so they don't have to get dropped right on top of the beacon (I'm talking about the initial paradrops, not reinforcing paras from the beacon, as that radius is fine). |
I read it, but don't agree with a 4-man sniper squad. There is already another elite infantry in airborne (paras) so any other squad should be a support unit. The rest of the post I mostly agree with.
I suggested reducing squad size to two. I may have been kinda unclear but that's what I meant by making it like a soviet sniper squad. Shoulda specified numbers; 4 man snipers would be bonkers lol. |
That's true, that's why I prefer to play the Ost-OKW combo rather than double OKW mostly. However, you should remember that there are only 2 axis factions who are facing 3 allied factions. So without this synergy, the balance would probably completely broken...
Yeah I'm not saying it's op or anything. Rifles backed up by machine guns or assaulting alongside comets are pretty scary too. Just that it's worth noting that it may be impossible to distinguish which axis faction is causing the higher win rates. IMO it's probably okw, but that can't be totally confirmed due to faction synergy. |