Oh man. I didn't mean beace this is obviously a bad idea. The bofors has artillery ability. That can be stopped at any time in case someone would like to run in with nades.
Ah. That ability doesn't really do that much damage anymore I thought tho, so can't you just reposition the at guns with a model or maybe even two lost (since they don't get suppressed)?. The bigger problem is mortar pits, but okw has leigs too. |
It surely can mess up with how much you expect to pay for the reinforce and how much you really pay, changing your view on your manpower reserves dramatically. That is obvious. But I don't think additional button is a good solution. Most squads don't get any bonus from officer model itself, they get a bonus of being an officer squad. So in many cases people wouldn't want to pay additional manpower for a model that is no better, and in many situations worse than normal models.
To make things worse, if you could choose not to reinforce the officer, you could actually use the sturmoffizer of okw as a 3 men ober squad without the retreat on death of officer model crit. That is a terrible abuse possibility. Instead, let's just go with solution proposed by Mr.Smith and lets normalize the reinforcement cost of all models in each officer squad.
+1 |
Not a good idea to sacrifice them imo, the sprint can be critical in securing late VPs.
They also have a Thompson on the officer model. That's pretty gud. I didn't know that you had to wait for the model to respawn tho, I always thought it was just if you really spam it hard. Well, guess that's where all my manpower goes as usf. And I thought it was my riflemen that were bleeding me hard lol. |
Guys, we all know that okw is strong this patch. But nerfing the tech when we have callin meta on the cards is not a good idea, no matter the faction.
More like bunker, becouse it doesn't have artillery ability that would allow it to fight its long range counters.
If you see a bunker on VP you get your AT gun there and kill it.
If you see a flak hq on VP you get your AT gun or 2 there and kill it.
If you see a bofors you get your AT gun there, shoot at it, brit uses the ability and the bofors just got another AT gun for its AT protection.
*if you see bofors, you get your AT gun there, shoot at it, brit uses the ability and you run in and spam nades or shrecks on it. Win. |
Bunker doesn't cost population. Trenches doesn't cost population. Fighting positions doesn't cost population. In fact, of all defensive structures, only emplacements cost population.
Yeah and is flakhq more like a bunker, or a bofors? |
Meanwhile Pfusies still 6. |
First of all. Do people consider Penals OP vs both OST and OKW, or just vs OKW?
- If it's just vs OKW, then this is trivially fixable with an early faust and late-game OKW nerfs.
Secondly, just to get this clear. Do people believe Penals are OP because Penals, or are Penals OP because of DSHK & call-in Shermans?
- That's two completely different things. DSHK and call-ins are long overdue a nerf.
After 6 months of testing, every single top player we've talked to was reassuring us that they saw no point in ever building Penals anymore, when they could have Conscripts instead. That was before Maxim nerfs, though.
Maxim nerfs are the only reason I make penals anymore. |
So thats why my man power evaporates later in the game...
Lol same. |
Answered as well.
HYPE METERS RISING
+1 |
Out of the many proposed options, the penals got with one of the most nerfing ones from wbp. Yes, they have ability to scare of vehicles or even shoot back with an upgrade - that is fair and theoretically should open up some soviet doctrines.
At the same time they lost their flamer and got their standard AI nerfed. This generally means that they are still a fairly strong early game units but don't scale too well. They have one upgrade that decreases their general performance and are mid range - not long range unit.
They are build that often becouse generally speaking, even though they scale badly, they scale better than most other soviet units.
Cough cough conscripts cough. |