Making them available earlier means adjusting their stats. Their 4X Kar98's alone have really good performance(don't know numbers, but just watch them in cheatmod), and just touching/shuffeling their veterancy/RA isn't enough.
This is the sort of change that would require a lot of experimenting, which is also the reason it is unlikely to happen. It would only happen if we get a major patch with several weeks of modded testing by the community. I'd probably support it. |
Self-spotting SU-85s say hello then 1 shot your Panzerwerfer.
If an SU85 can get in firing range of your panzerwerfer you're doing something wrong lol |
The issue with Falls is that they somewhat overlap with the role of Obers, despite different pricetags and a couple of abilities. I don't get Obers when i have bundled grenades on airborne infantry with automatic rifles.
I would rather have them redesign as an infiltration unit.
The airdropped ones could be move to Ostheer Luft doctrine.
That isn't an awful idea, but we'd have to make them more thematic and not compete with Obers at range(already have JLI for that). Give them Assgrens MP40's, with an upgrade for 2 FG42's for somewhat more ranged damage. Replace the bundled grenade with the stick grenade that Pfussies have. Not entirely sure if they need the corrosive smoke grenade either, could be removed or replaced with regular smoke grenades(share cooldown?). |
Penetration is not a real argument
That's a good way to discredit yourselfs there. Penetration is one of the major things that has been/is used in pretty much every balance update this game has had so far. So it is a good argument to bring up.
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- Grenadier:
+ Upgrade to squad leader: Free tech, Cost 25 muni, add a 5th man and an assault grenadier Mp40, unlock M24 grenade (similar to US/UK grenade) and Faust.
What, add a guy with an MP40 to grenadiers(a squad known for longranged dps/weapons)? And a 5th man without a doctrine is not how Ostheer is designed, so it is never going to happen. |
pack howi ,120mm. can do the same with vet.0 with better scatter
120mm is doctrinal and honestly rather poor, pack howi is another problem for another thread.
Try again. Cheap mortars do not need a autofire range boost at vet. |
0CP: M3 75mm Halftrack (Replaces the lackluster M10 'Achilles' TD): This halftrack comes equipped with a 75 mm cannon with a fairly short reload time and good range. The British counterpart to the Soviet SU-76M, it is capable of firing its standard AP rounds for direct fire. Or it can fire a light artillery barrage with HE rounds, effective against infantry and stationary targets. This versatile unit can provide mobile indirect fire without use of flares. However, it has halftrack armor and should be used for support.
Effective vs Vehicles and Structures. Barrage soft targets.
Imagine thinking that this could ever be a thing in the official base game without mods.
I'd feel sorry for you but then i am reminded that you are honestly quite delusional when looking at your previous posts, so whatever. |
The last thing this game needs is "putting in line". Already a lot of units have been recolored and reworked to be copies of another unit on the opposite side.
Ah yes, surely i must be striving for symmetrical balance when i imply that the WC51 needs to be adjusted.
It is not like it is unique and powerfull enough in its own right, both with the .50 upgrade or the 155 arty that can wreck pretty much anything standing or stunned. I don't recall any other LV in the game having similiar capabilities. |
Crew needs to go first, and its ability to capture points without a garrisoned infantry squad. Anything else after that is simply to put it in line. I would keep arty and mark target, as a personal prefference. |
12. Combat Engineers, Pioneers, Panzergrenadiers w/Leader, Rear Echelon Troops, Assault Engineers, Vehicle Crews, Sturmpioneers, Royal Engineers, and Infantry Sections w/ Defensive Operations active can all repair sandbag positions
Reasoning: sandbags are rudimentary but effective and free pieces of heavy cover that can give one side the advantage in a firefight. Currently, only British engineers and infantry under defensive doctrine can repair sandbags and Combat Engineers in the campaign can repair sandbag fighting positions. It's only fair the others should be able to repair sandbags in between combat in case of camping on an objective or important chokepoint.
This is in theory a decent suggestion, but in practice this would overlap with vaulting. You can also just build another sandbag behind the damaged one if you want to retain the ability to have your troops take cover there.
It would be possible if you make it that the repair ability can fix sandbags rather than rightclicking it. Not sure if this is something that would come in a patch, assuming that they are coming in the future. |