Whats next, all factions having interogation because g43 rifles give ostheer maphack ?
USA have this kind of heal because they are mobile faction that is mean to be on field sooner than others. To compensate for this, ambulance is super squishy and killing it early on with 1 222 or luchs or puma, or even later by tank flank because USA doesn´t ussually have mines nor tank counters in base can give player big blow by killing his 250MP 10 fuel ambulance.
Soviets have 250mp medics that heal only 3 members at once, but those medics are always there, only losing HQ will also give you lose of medics. Also soviets have merge, so they can stay longer on field.
UKF for example don´t even have medics and their only source of heal is gimmick IS heal that doesn´t even heal squads to whole HP. On the other hand it only costs 30 munnition and is avalible anywhere where IS is, so its most mobile.
Ost can build relatively durable medics bunkers for cheap cost anywhere they want, so its not like they are crippeled by this. Nothing is better than well placed forward medic bunker and 251 for reinforce. To compensate for this, they get 3 memeber at once heal.
OKW have deployable medic HQ that also serves as retreat point and as reinforce point. To somehow balance this with other 4, they have immobile source of healing and also lose part of their tech tree if they lose their forward HQ. Most OKW units also tend to get free-heal at vet3, so its not like they are punished by losing healing point at all.
So you cleary see each faction have unique source of healing and you cannot actually homogenize it because each of them have its serious pros and drawbacks.
Also ambulance is a lot more expensive than most other forms of healing, and serves a faction that tends to have a lot of guys shot up all the time. Medic chasing 20 meters after squads is kinda a problem though, but I believe this was fixed as a QoL change in the wbp. |
Out of scope of the patch
Not quite out of scope of the patch, since stealth for all units got overhauled. If they, say, took away camo from the raketen, they would probably buff it somehow to compensate instead of saying "out of scope" (not a really good example, but you get what I mean). And even if it is, I just want to put that out there. |
You are supposed to use them just like before. They are simply not overpowered any more so you have to think harder in order to wipe something. These changes were aimed mostly against unit like this one and their rampaging wipes.
They haven't really been no-brain wipe machines since the stens had mg42 firerate, so I don't really know what you're talking about. Have you ever tried using commandos? Lot harder than obers or even falls. |
Note that their ambush bonus has been bugfixed and applies properly now. This makes them pretty damn strong for those 5 seconds.
The downside is that you now have to wait for 25 seconds out of combat to be eligible for the ambush bonus. When bugfixing Ambush I gave a provisionary long-duration value, so that the bugfix does not break commandos. Unfortunately, modifying that value is out of scope.
On the plus side, you get to see a lot less of random sprinting which kills your moving DPS.
That's definitely good to hear. Random sprinting as in the squad randomly picks up camo in combat then gets the sprint+acc bonus while they're fighting? |
Just a random thing that hasn't really been mentioned due to the storm of penal discussion: how will increasing the stuart's main gun penetration to 75/60/55 allow it to scale better? It barely scratches mediums even on penetration in the rear from my experience, and buffing penetration to that amount won't really change its effectiveness, as it won't allow it to reliably penetrate anything more than it already does. |
Commandos in the live are already kind of a meh elite unit in terms of actual shooting things performance, but can use their stealth to great advantage by ambushing weapons teams or retreating squads, or lobbing a bundled nade (because that's basically what the light gammon bomb is, the pgren's bundled nade)into a garrisoned mg. But they get hit a lot harder by the current stealth changes. This is due to the fact that unlike all the other units that utilize camo, except normal partisans, they HAVE to have the advantage from camo to function effectively. For those unaware, previously, you could move them across limited open space even if they would break cover for an extremely short period of time because as long as you had hold fire on, they would re-camouflage upon hitting cover. This may seem a bit abusive or OP, but this also gives the enemy player time to react since they spotted your commandos anyway. They rely on closing away from enemy fire with camo since they get no armor and no RA bonuses from vet (vanilla commandos have .7-something RA IIRC) which means that they are less durable than vetted riflemen, indeed, most vetted troops, by a large margin, but need to be close to deal damage, and they rely on using their ambush bonus to have any sort of advantage over anything but troops armed with stock rifles because their suppressed stens are absolutely horrendous on their own. But, if they break camo for one second with the wbp camo changes, they can no longer camouflage, leaving them free to be shot at and suppressed, which means they must have totally continuous cover and not come out of that cover at all during movement within enemy range.
Yes, you can just give them double brens (for 120 munitions) and use them like mainline infantry, but you can give the USF major double 1919s and say the same (point is, that's not either units intended role, and they both suffer in different ways for it).
That's my take on it, thoughts? |
lol..u have no clue what do u say there...penals with ptrs kill flame HT in under 10sec...with 2 shoots from every ptrs.
man..pls test the penals with ptrs...they kill panther in under 45sec
This guy...
Maybe flame ht doesn't counter ptrs penals, but that's ok because from the sound of it anything with two legs will, and he basically totally discredited himself by saying "they kill panther in under 45sec". 45 SECONDS? You could drive back and forth a 4v4 map two or three times with 45 seconds and a panther. The penals will probably die within 45 seconds to the panther's mg's. So axis's ubermenschen krupp steel panzers should be able to sit under fire from what's basically a dedicated AT unit for 45 seconds? |