Let m8 be an AT, put the same gun as m5 stuart, then you got a meta commander, countering luchs without need to going cap. |
For recon Support
Give rifleman a "recon kit", 1 of the rifleman will be given a scoped springfield that do the same thing as the Pathfinder one. (and maybe can call artillery, but i think its too much)
Give riflemans Flares (Match the "lore" of recon)
Give the m8 greyhound his REAL role (in real life). A light AntiTank vehicle like Puma. M8 greyhound will have the same gun (or better) as stuart with better range.
Remove recon swipe (major already have it) and give them an late game off map ability that cost ammo, maybe a p47 bombrun.
But all of these things I said, the only thing that I really want is the M8 greyhound role changed to AntiTank or Antivehicle. It won't overlap stuart, sinse it will have a better range, and worst AI abilities, and more vulnerable.
|
90mm gun that deal 160 damage? Relic logic
Give me a break
90mm same damage as the M10 75mm. God
The rest is ok I guess
Maybe the cost for zis Barrages are a little to low |
I tested Priest and he was very good actually with DBP. Creeping barrage is actually usefull and the AoE is way better now. |
https://www.youtube.com/watch?v=tLbUjsRGNZY
cool game from 3 months ago that demonstrates power of close air support but surprising to see high level player underestimate the ability so many times until he finally had to build a AA halftrack to counter it
also axis player relied on it and basically dragged out the game 2x longer relying on its random engine damage crutch and stuns lol
just look at play around 27 minutes, if that was p47 strike it would have missed both t34 20 times and both would of reversed away with no engine damage at full speed
Thank you, this match shows how stupid stronger is Stuka compared with p47. The ability to stun and crit engine changes everything.
28:53 First Stuka.
36:42 you can see how the ability ends and still almost kill a t34 with a strafe while T-34 was moving
38:50 Third Stuka |
Solutions that I come with (one of these changes are enough):
- Reduced the ammo from 240 to 200.
- Add stun and damage engine capacity
- Increase the accuracy
- Reduce rockets spread
- Increase rockets area of effect
- Increase plane durability (don't think will be that effective)
- Nerf Stuka air support (I don't like this one)
|
Why Airborne is not an Option?
This commander is a design failure.
4 abilities that need MP, Paratroopers come at 3 CPS, when you already have 3 riflemans and 1 lietnament or caption, MGs/ATs and maybe ,if you choose this commander, a pathfinder squad, at this point a paratrooper squad will only bleed you.
Oh and the last ability, the most random 240 ammo cost ever, p47 can destroy tank or miss almost every rocket. |
Since they are balancing the game again, we can bring back this topic.
P47 strafe rocket still doesn't do much with a high ammo cost. It still a very random ability that sometimes do nothing.
Balance problem:
p47
- 240 ammo cost
- Poor accuracy
- Rockets can collide/miss often
- Can be countered by OKW for free
- Have to deal with well-armored units
Stuka
- 200 ammo cost
- Rarely miss
- Can't collide with terrain
- Hard to counter (have to build dedicated AA)
- Have to deal with normally poor armored units
There are some others issues like Airborne doctrine is very centered in p47 and in doctrines that have stuka they are just a support ability but I will consider just the facts above as a balance issue.
If you want to see for yourself, there are two videos comparing them in the first reply of this topic. |
Nice, it was definitely needed, but now RE are actually decent =)
Am I the only one to think that design-wise panther (ost/okw) would make more sense to be a medium spam counter/tank hunter with high fire rate and moving accuracy but 185 pen, while casamate TD would be better if reworked for anti heavy/anti tank destroyer with high pen and damage but lower rof to give more space to allies TD like jackson and firefly ?
It would finally solve stug spam issue as stug can't counter everything (like it do anyway in this mod IMHO, the only one unaffected by TWP changes are heavies, which can be easily stunned with pak and get swarmed by stugs), while we could increase it's price and even reduce mobility as trade for pen and damage.
The casamate TD wouldn't counter so hard allies TD with overwhelming fire rate.
It would also finally give ost/okw an offensive tank hunter reliable.
I like a lot of changes, but I can't really understand why changing panther like that, a turretted static tank destroyer that may as well be unturretted.
@Mr.Smith @Miragefla have you ever evaluated/tested such kind of armor overhaul or something like that ?
Stug/jadgpanzer 4
-unturretted
-200 damage
-240 pen
-8 seconds reload
-stug g hitpoint to 640 (it needs a bit more durability due to low rof and higher price, now it's actually an investment.
-IMHO I would nerf jadgpanzer 4 armor, give stug g 60 range and give both a similar price considered changes up there, both TD wouldn't have upper hand over allies TD 100% of the time, so I think stug 60 range could be needed, while mediums would be able to reliably pen at mifd-close range jadgpanzer 4 now.
-Some price tag between 150-160 fuel
Panther
-lower range (45)
-160 damage
-4.whatever reload speed
-185 mid pen
-armor down to 290
-mid range base accuracy increased (like in mod)
-0.75 moving accuracy multiplier
-okw mg's
-some price tag between okw price and ost, 185 fuel circa.
I know that this game is not that historically accurate.
But stugs have literally the same weapon as pz4, I liked your idea, but I don't know if that will make sense. (realistic wise)
But for jadgpanzer maybe be good. |
Depends on your enemy, if it's double Ostheer, Mech is better since your truck could outmaneuver everything. If it's double OKW, it's safer to go for recon since raketens are a threat. If it's one OKW and one Ostheer, just go with Mech, since UKF can counter OKW if played right (Simbritty).
Grenadier can faust from the beginning right? |