their weapon are superior to CE mosin at all ranges and pioneer above 14 range even without the vet 1 accuracy buff.
The unit is inline with its cost.
Ok, even if their weapons aren't quite as bad as I thought, they still lose to all other squads they'll ever fight in most situations and can't snare and are pretty squishy. They're not really fit to be a main component of an army, and the riflenade upgrade is good in spite of their deficiency, not because they're actually super good or anything. Give the upgrade to riflemen and IMO it'd actually be even stronger. The 80 extra initial manpower cost isn't really relevant because you'll already have plenty of rifles by the time you get enough muni for the upgrade, and then if you throw BARs on the squads on top of that, you have a squad that has decent direct fire and also denies cover and forces movement kind of like old flamer penals or rifles (not quite as bad but still) and can also snare, throw grenades, and has good RA and better base weaponry. Is that really something you'd rather see than the cooks with carbines having it? |
The suggestion is put in unit that is less spam-able and where it becomes a choice and not a no brainer upgrade.
In addition the upgrade would make upgunned riflemen better long range but vulnerable to CQC so ithe upgrade would better design.
In addition it would remove silly things like:
Double grenades from fighting position
suppressing infantry trying to close in
I'd never spam rear echelons even for the upgrade. Their carbines are pretty terrible compared to just about any other weapon in the game, they're a 4 man squad with no good RA modifiers (which vet helps with but still), and they don't have snares. If I wanted to spam grenades everywhere I'd much rather be doing it from riflemen, who are tougher, have better weapons, and have snares and frags and better vet, and are only marginally more to reinforce. |
Or we could just leave both requirements in place (CP and tech). That way it actually works for both sets of gamemodes. No more no major tech pershings in 1v1s and no more 15 minute 4v4 tiger aces. The fact that tiger aces pretty easily self spot and wipe at guns is pretty cheesy IMO too. |
240 manpower and no munitions.
No (why would you need to?).
No.
No.
Yes (not that it needs to...).
Depends. If it's not a frontline territory, then it's not unwise.
No (not that it needs to be...).
About as long as it would take for a rifle grenade rear echelon squad to walk over there and shell the point itself. In fact, probably shorter than that.
So, how did I score? Did I pass?
Also REs don't have 80 range on their riflenades lmao.
I still think the best way to change this ability would be to keep the 60 muni upgrade but make it a free skillshot ability with a short-ish cooldown (to keep the firerate down) that's just ever so slightly stronger than fighting position nades. That way it isn't braindead but still fulfills its purpose (garrison and cover denial without spamming and wasting muni on actual grenades, similar to a flamethrower) without being way too easy to use for how annoying it can be. |
im not sure who said it but i remember talk that usf weapon crews have horrible RA modifiers. For ap rounds you can see the gunner loading the gun when activated but it certainly could use more clear indication, something like icon over the unit when its activated.
I think all team weapons' original crews have horrible RA modifiers though, not just USF. .50 cal experiences face wipes all the time because of the long times between bursts it has (at least in my experience). Blobs will just walk up, tank the first burst with veterancy and the stupid volks get less suppression bulletin, and facewipe the .50 before it can even get a second burst off. Doesn't help that it has a worse deathloop than maxim on retreat lol. THat being said, it's still one of the best stock mgs in the game IMO.
+1 about the icon for AP, on the mg42 too.
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Ok so when can we expect the JP 4 to cost as much as a SU 76, and a Panther to have a gun like the SU 85, as well as self spotting, as well as a lower price?
When the SU85 can camo and bounce mediums' main guns almost consistently and when the SU85 has the armor, speed, health, and turret of the panther, that's when. |
The rifle grenade can be adjusted. Imo it should simply not be available to a cheap spammable unit like R.E. .
Even it current state if it take both weapon slot it would be allot better balance in rifle men than RE since it would less spam able.
In addition the double rifle-grenade from fighting pits would be removed.
Yeah so let's put it on a unit that has snares, an extra man from the get-go, better RA and better vet, and a frag grenade.
That would also make it so your direct fire capabilities with infantry are kind of gimped. All around a bad solution IMO.
So.. I had a thought.
What if instead of a Veteran Sergeant, we did a Designated Marksman?
Adds a sixth man to the squad armed with a Springfield, adds a "Snipe" ability for 20 Muni that one-taps a specific enemy model at a good range, and adds the ability for the squad to hit the dirt to get a bonus to accuracy, received accuracy at the cost of losing all ability to move while active?
Riflemen are a short-medium range unit though. A sniper wouldn't fit with the squad as they'd be losing out on the advantageous aspects of garands especially since most axis infantry long range focused. |
Counter Barrage automatically targets enemy indirect units that start firing within the mortar/ability's range.
Counter Barrage uses special stats. Compared to normal barrage it has the following advantages:
- No micro as the unit will engage automatically;
- Low (no) response time: it will start aiming and firing the very second the enemy indirect unit starts firing. This works the same for LeFH18: as soon as something like a Katusha starts the barrage ability (while still aiming, before firing the rockets) the counterbarrage will detect and start aiming/firing;
- Mortar Counter Barrage gets -1.25s reload in between shells compared to a regular barrage so its ROF is a lot faster. Should guarantee to out-DPS the enemy mortar.
- The LeFH18 Counter Barrage gets increased damage (from 160 to 200) so it has more chance to kill enemy artillery.
The reason it doesn't work very well: the range on the Counter Barrage is the same as a regular barrage (both 80). Generally speaking you have your mortar behind your troops, while the enemy mortar shells your frontline troops at their max range. This means they are likely never within your Counter Barrage range.
Wait if you're decent with mortar placement though that's pretty good. Especially against the usf mortar isnce it has such a comparatively low range. |
WAY too much utility/power on that Veteran Squad Leader:
-60Muni
-Weapon Slot (1/2)
+1 Model
+1 M1 Carbine
+5% RA Reduction
+10% xp
+Fire Up
+Flares
Seriously, by comparison, here's the OST Veteran Squad Leader:
-60 Muni
-Weapon Upgrades/MG42
-MedKit Ability
+1 Model
+1 G43
+15% Reduced Weapon Cooldown
+10% RA Reduction
Honestly, just copy the OST version and replace the G43 with the carbine. Keep everything else the same (this would take both weapon slots). Right now it's just a 'turbo' button for rifles to give them even more of an early game advantage.
Except that ost 5 man upgrade gives a much better weapon (g43 compared to paratrooper carbine), double the RA bonus, a firerate bonus, and still only takes one slot, meaning you can pick up lmgs or BARs or whatever that get dropped over the course of the game if it so happens. Not saying it's perfectly balanced, it's just that you basically glossed over everything good about the ost thing.
I like the idea of the whole rework, especially the riflemen upgrade. Obviously might need further tweaking and discussion, but I think it's a very solid idea. I don't think the upgrade should give them veterancy gain bonuses though, since it's good enough as is and the conscript veterancy buff exists to help late game replacement squads vet up in the late game. Giving riflemen that bonus at like 2 CP or whatever would be too much of an advantage IMO. |
I really don't understand what is the problem here with dual requirements
1vs1 CPs don't matter, because you get them before you tech anyway
4vs4 tech doesn't matter, because you get it way before you have enough CP anyway.
Having both requiremnts covers both 1vs1 stalling strategies and 4vs4 rushes
I mean, if go with a fuel funneling strat you can probably get a tiger out before UKF can get a Valentine (because its locked by CPs) and apparently that's not a problem?
+1 |