In my oppinion, yes.
lul
Check the price difference between PzIV and M36 and Panther and Sherman.
Now check the range difference.
Finally if in your pinion Panther is causing problem lets mirror it's stat, timing , tech cost to M36 and see how it goes.
One P4 does significantly better against one jackson in actual combat situations than one sherman against one panther. There's literally no way for a single sherman to take out a single panther unless the opponent is literally afk and just lets you circle it to death without rotating their panther. It will hardly ever pen the front and has 2/3 the health than the panther. Whereas P4 will win in a straight DPS battle against a jackson if it's in range. But sure, keep comparing the 90 mp, 50-ish fuel discrepancy. |
The idea is neat, it's the implementation I don't like. It doesn't require skill or thought to counter, just constant attention. Mechanics that rely entirely on overloading the opponent's micro in order to be effective are irritating mechanics.
If it's meant to be like a mini-mortar, make it like a mini-mortar. Don't make them dodgeable: make them explode in impact and scale their damage accordingly.
If it's meant to be like a grenade, make it like a grenade. It's a targeted ability with a cooldown and a more substantial blast.
I don't understand what's desirable to anyone about the annoying yet impotent halfway house we have now.
+1
Perhaps giving a starting unit the power of a mortar may be a tad imbalanced?
Nobody tell this man about sturmpios. Or flamethrowers.
Rear echelon riflenades are also way worse in every way than a mortar except for the fact that they don't have to setup or pack up. Not quite the "power of a mortar" as much as just kinda looking the same-ish as a mortar.
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You might consider going t1 for penals and clowncar if assgrens continue to be a problem. You'll probably want flamers over molotovs if all he gets is assgrens since they can really easily dodge molotovs. |
You're right, you're not asking for it to be nerfed, you're asking for it to be REMOVED and replaced with a weapon you don't have to do much to move around. You're asking for the removal of something a lot of people have been really excited for because you have to actually micro. Don't blow smoke up my ass with "a more powerful ability", this is all about your inconvenience, not health of the game.
I'd like to see a targeted, free ability to launch grenades with the upgrade. Heck, at that point you could even buff it back up to at least fighting position grenade level since it'd actually take user input. All around a much better solution than current autofire mechanic, since it really just doesn't take a lot of skill or micro to use at all but also isn't super powerful or anything. |
Don´t remove raketen stealth pelase
How else am i gonna snipe Katyshas?
That's the problem though. It's such a low risk, high reward move. I think camo should stay, but their ability to retreat should be removed (like every other at gun in the game ever). If you get discovered by anything barring the entire 101st airborne with thompsons or like multiple tanks or something that 4 man squad with full health is definitely going to be able to safely retreat even if it's fairly far behind enemy lines. It's stupid and cheesy to play against, and if they lose retreat, sniping katyushas will actually take some skill and involve some risk at least now. |
I think they're interesting from a gimmick/flavor standpoint, but I would rather see them as a targeted manual ability (for free since they're not a great grenade comparatively). That at least forces some micro on the USF player. |
Making AT guns the highest ranged unit primarily would promote AT walls, and as a reaction we’d see more indirect/rocket arty spam. No thank you.
+1
Although best counter to TDs is AT guns IMO since they can't shoot back. AT guns and combined arms help keep mediums relevant IMO, and I've had good games as USF without even building jacksons. |
Commandos will still sometimes attack enemy infantry whilst on hold fire and camouflaged giving away their position.
I think this may have been happening for a few patches though.
It's because you had a few models reinforcing with hold fire on. Those models that weren't in the squad yet will ignore the hold fire command, so you just have to make sure to put hold fire on after your commandos are back up to five men.
IDK if anyone has already brought this up but tiger ace seems to have a bug with prioritize vehicles where it will still attack infantry even with it on. Might be related to spearhead or whatever the ability it gets is (not blitz, I'm talking about the one that locks turret rotation to 90 degrees and stuff).
Sections seem to still not get very much vet from using WP nades compared to molotovs, volks' nades, and usf flamenades. |
I think it should stay, seeing as every other faction has some sort of retreat point somewhere.
That being said, it should be locked behind at least BP2 (if not BP3 as well) and should be an additional upgrade for the HT, both because it should be in line with other retreat points and because setting it up shouldn't force you to have to use it as a retreat point if you just want the observation capabilities. It should also get the reinforce time debuff that other retreat points get if it doesn't already. |
Buff range a bit (not as much as other at guns though), remove retreat, mayyybe make it 5 men would be a good solution IMO. That way it can't go on commando raids and assassinate katyushas and stuff anymore, and can't just take potshots way up front and retreat with little to no risk at all since they're 4 men retreating at full or near full health. That's IMO the most annoying thing about playing against it, and buffing range and maybe 5th man would make it more survivable, both to offset the loss of retreat and to make it a bit less frustrating to use. |