The unit will kill all entities withing 8 units that make it a squad wiping unit.
Now if the unit is to slow to fire and infantry can move out of the way it still a squad wiping unit.
They should simply trade squad wipe potential for utility.
There is nothing bad in getting a squad wipe for careless play.
If I know the enemy has demo, I will place capping squad in a way only one model enters the capping area, 90 muni wasted on one model.
If I see sturmtiger I will invest in proper recon, doc or nondoc.
As I said, i'm not against toning down aoe and/or increase price for some utility, but making the shell "a brummbar copy" is nonsense, it could fire a shell THREE times heavier than brummbar.
ST will kill any entity with 8 units of impact its the definition of squad wipe machine, the only thing more efficient at squad wipes are off maps...
PLS test the units in cheat mode before continuing.
Obviously, let's create a lab environment...because in real games infantry squads remain immobile...
With new squad spacing 8 units of impact aren't even a big deal and if you move/retreat your man when im time starts you can avoid any big damage, or avoid wipe if you move a bit after.
It means a radius of 4 units which implies a wipe only with a perfect central hit co sidering models don't bunch up.
And if you are aware if demos you can simply cap than move back squad and get minimal damage as most of the times players can't see enemy squad but only capping.
Demos are infact a problem as well, hence why I removed them from my mod.
Demos are suppose to be effective vs blobs but in actuality it is more effective at wiping single squads. Demos in fact promote blobing because since you can not have a mine sweeper every. In the live game, OKW usually only has one sturmpio and not three to cover each vp. So in order to prevent being hit by a demo the player is forced to group his forces to one force. And with the mine sweeper forced to upgraded, upgrades such as flamers and panzershrecks can not be used. When it comes to Ostheer in the live game, they have trouble even fielding a second pio due to the constraint of manpower. Even when they field a second pio, in the live game they are weak and have no impact in the game, especially when they have weaker repairs so they are tie up can not sweep anyways.
Then change those accordingly.
As I said, actualt sturmtiger/avre can't one shot wipe squads due to the squad spacing and aoe changes, unless some bad rng or models vunching in tight spaces.
Changes can be made, but turn 345 kg shell in a 38 kg shell is awful just as removing demo.
I could understand it with avre, those shells had a weight of 18 kg...
If demo is a problem than make it require LOS to explode and/or make it unable to explode if there's a sweeper.
If aturmtiger is a problem than increase aoe damage drop off.
That is rather irrelevant, I was simply pointing out that ST can easily still wipe things.
My point remain that these unit are hard to balance as wiping machines and should trade some wiping capability for some utility.
How is that irrelevant ? You made an example to show the relative opness of such machine, but conviniently ignore that it was a matter of careless play.
If I cap without using mine detector my squad get wiped, so I guess the issue is demo ?
Why water down gameplay like that ? So supposed "pro" can do suchistakes without getting punished ?
Do not designate the reverse barrage (as I will now refer to that) to only team weapons and standard barrages to blobs retreating. Use them as you see fit. If a team weapon is retreating and you want to try to hit all 6 rockets as he retreats go for it. The reverse barrage just makes the rockets land in faster succession, meaning you're almost guaranteed to miss some rockets if there's only 1 squad, but probably going to hit that 1 squad at least.
It's a pretty decent mortar counter. It has almost no scatter at all even in fog which is what makes it so good. Plus the predictable points where the rockets will fall.
If you're playing 1v1s I'd avoid using stuka unless you really need it and have some form of defense for it against mediums. 2v2s+ you can rely on your allies mediums/defenses etc to defend your stuka so I'd almost always grab at least 1.
Yes it can work against 6 men crews, just has a lower chance of wiping since it needs to kill more men usually.
Thanks for your suggestions, only one more thing,should I use the first rocket to hit, since it seems tosuffer less scatter, or I should rather try to hit with mid rockets to rely on scatter and try to kill crews with 2 rockets falling near (rng) ?
Did a quick fix. Here are the notes for the Rifle Grenade:
Rear Echelon Rifle Grenade Changes (Does not apply to fighting pit)
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.
Because of the rocket projectile numbers being only 6, with practice you'll be able to tell where in the line they'll fall. Usually 2 per 1/3 of the line. Eventually you'll be able to put single rockets directly onto support teams wiping them if they're not heavily scattered. I suggest the more practice the better. It's pretty obvious point but never hurts
For another tip try pointing the fall direction away from his base. Due to rocket travel time and launch time if you do this the rockets will all land closer to each other instead of them landing with a 1-2 second gap between pairs. You'll see different situations require both types of rocket dispersion. You can really nail squads if you can predict the correct retreat path and get the rockets to fall ontop of him as his retreats hopefully hitting all 6. Or drop them in the opposite direction to ensure he at least gets hit.
Oh so team weapons--->the line start far and end closer to the stuka
Retreating blobs--->normal landing
I'd like to ask you something.
Is stuka, once you master it, a reliable mortar counter ?
Right now I pretty much backtech for isg in any game where there's a mortar.
It LOOKS to me like an rng machine, but maybe it's me using it not well and that's the case i'll bother using it.
This goes for most things in coh, but try overloading his micro, so cause a distraction elsewhere, maybe with a panther, exactly at the time of firing the salvo, and hope he fails to retreat.
Or just when there is a really obvious juicey target, actually fire at something less obvious as he may not reposition that. This works quite well with the Ost stuka bomb too.
Another handy tip, use cloaked (and hold fire) rakketens to sneak upto his lines for line of sight for the stuka.