After a couple more games, I start to question the design of having both regular grenades and "molotovs" for rifles both for 30 munitions and both tied to the grenade upgrade. One doesn't really offer much over the other, which is probably why there are no units with both. And since both are tied to tech, you automatically gain access to both. If molotovs were not tied to tech, then at least, they'd offer a cost saving option in terms of tech cost. Otherwise there are very few situations where one would wish for a molotov over a grenade.
The throw range of the molotovs does not seem to be affected by vet (needs verification).
I also noticed that the grenade bulletins (cheaper and increased range) do not work for the molotovs, this is likely owed to the mod character, but should probably be changed/fixed for the final version, IF molotovs are to remain a feature for riflemen.
Ever tried to nade an infantry squad in a garison? they just laugh and hop out and hop back in 1 second later. Incendiaries on the other hand at least deny the building for a bit. Clearing garrisons with direct fire as USF is a bitch and a half and I love to have any sort of flame weapon to help with that.
IMO if it really is statistically a molotov (stated in the patchnotes IIRC) it should cost 20 like a molotov though. Throw animation is shorter but conscripts have oorah and rifles don't, so IMO it balances out in terms of performance. |
I think they should get the Cav Rifle 'Covering Fire' ability.
It trashes the speed and damage of the targeted squad: it's like an infantry version of Button.
It'd give Ostheer something it desperately needs (a non-vehicular counter to CQC infantry like Shocks) without turning PGrens themselves into CQC powerhouses.
Is that ability even useful? Because as far as I remember it trashes your cav rifles damage and speed too, even more so than the other squad. |
volks should be fine, but on pios would mean only a few points will get the flares, even if they were free. Im ok with both options, its a really good ability imo, borderline OP.
+1
I don't see why volks shouldn't have it. Sturmpios don't ned even more jobs lmao. |
I am not sure exactly why the UC is considered as a "clown car" when you take into account that it's occupants cannot fire out of the vehicle.
It doesn't make it a clown car but just remember from a balancing standpoint the UC is like practically immune to small arms fire in the early game. Do what you will with that info, I just wanted to point it out.
I think OP is basically just talking more about
In my book? Yes. I'd unlock the molotov as well.
The current design promotes all or nothing on Conscripts.
The problem with moving accuracy is you mess up an engagement as the opponent, your squad's probably dead. And early game wipes swing the game hard.
The WC51/Cav Rifle combo added in the last patch is a retreat-wiping machine.
Trashing the garrisoned squad's moving accuracy is the only way I can think of to break that combo without nerfing the WC51 or Cav Rifles into oblivion.
+1
Also +1 on giving clown car and UC enough health to survive a mine (in exchange for less armor ofc). |
USF wise, it's really good, on virtue of their vehicle crews.
Pershing has low health but high lethality vs Infantry.
Jackson is a bit too strong, but it's the only stock TD.
Upgunned Sherman regular shells are only a minor upgrade from the Stock Sherman. (minor complain)
+1 except that upgunned shermans are IMO significantly better at fighting armor than normal shermans. You have to remember that they reload really fast and you do have the HVAP or whatever it is if you really need the pen. The high firerate makes them excellent flankers and then you can fall back on HVAP for frontal engagements if you want. Honestly half the time if I have superior numbers I'll just pray to RNGesus and use the normal shells for the god tier reload time. Easily offensively the best regular medium (that dies in 4 hits).
@OP
Allies have powerful, reliable tank destroyers to counter axis armor. Allied mediums aren't really supposed to be fighting anything else but other mediums without support from TDs, infantry AT (which USF and brits have easy access to if you have the muni), or AT guns. The one thing I think is tough for Allies is that they have to dive and flank more often, and snares really punish diving. I don't even know if I would call that unbalanced. I tend to think bigger tanks are easier to use and preserve than multiple smaller ones, and axis has more access to larger, more armored tanks, but that's why Allies tend to have better infantry |
Pershing is indeed a great tank, but given its health, its premium med tier, not heavy.
It got heavy tanks cost, but instead of bundle of survivability and firepower, it gets meh survivability and great firepower.
It can be classed as a heavy tank. It’s got a 90mm gun and even though it hasn’t got that much health it’s definitely on a different level than “premium medium” tanks like the ez8 and okw p4.
I wish it had panther range though, given that it’s pretty squishy in terms of HP and is still a bit slower than the panther. |
IMO spec ops should always be in your loadout. You get the best recon in the game, IR stgs, a super cheap nade, and the command panther. You won’t have any heavy offmap strikes but that usually isn’t an issue in 1s and your teammates will appreciate the recon for theirs. |
+100 I've said this many times. Stug is overnerfed. It's offense is fine. It lacks survivability. Lower target size to sligthly higher than a Stuart or increase speed.
I’d rather see the stug have more frontal armor, more like coh1. |
Remove command p4, add call in puma back. Both in the same doc are broken.
Yeah that whole doctrine is kind of wack. I used it this morning because I wanted a puma but was sorely disappointed. It was available about 5 mins after his AAHT appeared. I legitimately would have been better off making 3 222s. And why I would want ostruppen at 3cp is beyond me. |
It becomes available way too late to be relevant anymore. Now I know why I’ve never seen the dreaded panic puma in like months.
OKW’s puma is available after a similar amount of fuel expenditure as making ost t2, so IMO the bp2 requirement could totally be removed. Just some food for thought. |