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Brits are insanely strong in this build. They surely do not deserve the mp cuts to bolster and AEC, not without a nerf to IS starting cost |
Not sure why pop cap on MG's is being increased but not AT guns.
You are absolutely right, popcap should be increased for AT guns |
As i say just see skippy youtube...
I don't see how watching a teamgame memevideo maker can help me understand something I don't know about this game |
I agree. However, my suggestion brings their late game closer to Volks, you suggestion the early game
The design wise best thing in my opinion would be to give them 4-5 G43s, but make those worse(yes, yet another G43 I know). In the end, a full squad would still have high moving DPS, but they are susceptible to model losses. Currently, Pfusies are not until they lose their fourth model. Damage wise it does not matter as much if a 3 men or 6 men squad is moving. They are a large squad with fairly concentrated DPS, especially concentrated moving DPS. This should be somehow kitigated, either by allowing counterplay via model drops or, if not possible, nerf their overall DPS a bit.
Yes, this would also be a viable solution. I would say it's rather unelegant because it creates an entirely completely different G43 that is even less closer to Wehrmacht G43 than the original Panzerfus G43, but it would work.
The problem is that Wehrmacht G43s are made for 4 men squads that would actually lose dps at every model loss after the first, and OKW is already full of 4 men squads
Alternatively it could be made to get Jeager command squad stats and further increased in cost and reinforce cost. This would standardize Panzerfusiliers G43 with the Grenadier G43, that still has the same modifiers on the move. It would still have 2 extra models, and slighly better g43s, but will bleed 30 manpower per model loss and the lower starting RA (0.91 instead of 1) is quite convincingly balanced by the higher build time and early cost. That would require some toning down of veterancy, but it's gonna remove a g43 variant and keep thetradeoff of slower start compared to volksgrenadiers. |
Personally, I have a hard time handling usf blob without mg.
and as OKW I don't have access to mg.
USF and OKW most of the time blobing, even in 1v1. ( Im not talking in higher rate )
Blob is success because tank and vehicle is not very good to infantry, and the player who blob only need to see one part of the map. so he can easily dodge grenades very easily.
in other side if you want to counter it you need a lot of macro, and after that you may win the battle cause of RNG.
If you go tank, they put anti tank weapon on infantry and kill tank! Panzer can die from ptrs blob so easily. its panzer! its a tank. they dont even spend fuel on anything.
If someone want to say there is counter for it and you need to learn just go and see skippy channel and how he broke the game.
this is not strategy game anymore. this is just some fun for the player who blob.
and it seems developer like blob, they nerfed most unit that can wipe blob. they added raid section and now ukf blobing with that. I dont understand why they dont give each faction very good unit without commander to wipe blob easily.
There's no blob issue. Use green cover and pick strictly favourable engagements, retreating at the right moment, and you'll do fine |
You can always add damage modifiers while its reloading. While abandon is stupid and abusable mechanic on ST, making ST take like x2 damage and immobile while reloading will pretty much much recreate original design.
Yes
First and foremost the set up on the move bug needs to go. The unit CAN'T be balanced around that, it effevtively extent its range to 5+ extra meters
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Snip
I just want to say that nerfing Panzerfusiliers on the move accuracy is a bad way of balancing them since they'll further get closer to being volks 2
The fact that Panzerfusiliers lost their extra weapon slot means that balancing the unit around 5 men with 3 g43, and increasing their early game AI performance and initial RA with a proper cost increase and reinforce increase that reflects the power of the unit in late game.
Turning Panzerfusiliers into another cover fighter unit in a faction full of stock cover fighters won't add much. Just make Panzerfusiliers actually bleed.
Also their extra sight range doesn't make much sense |
I believe the problem of ST isn't the attack range, it is the fast reload time and the ability to reload while moving.
I think it is better to keep its current range but to nerf its reload time and it has to be stationary while reloading, that should make the ST less annoying on the allies side while OKW players still feel powerful when firing the nuke. I think it is also more realistic, a massive assault tank that is slow, clumsy but powerful when used correctly.
Been saying that for a while, Sturmtiger should be immobile when reloading, not load a shell right after firing, the range is fine, it would be unusable shit at 35 range |
As I already had advocated, Panzerfusliers design is flawed. The unit has become especially (in my experience) a clutch for OKW against Soviets, due to their ability to trade much more efficiently than the lackluster volksgrenadiers in late game, their ability to counter early m3 with at grenade, the fact that Soviets have a slower early game compared to WFA and the PF on the move dps, he grenade and mid-close range performances allowing it to fight better against CP2 Soviets elite infantry. Allowing an OKW player that has picked Panzerfusiliers access to munitions can mean a game over because g43 upgrade is a massive powercreep and from now on Panzerfusiliers are very efficient until the conscript cover bonus kicks in (and that's because vet 3 conscripts are even more broken)
Consider reworking the unit as a 290/29 (cost/reinforce) mp mainline with better early game performances and less RA from the start, but with no extra 6th men and extra sight with the upgrade.
With the removal of extra sight the range bonus for the flare could be moved to vet 4 and replaced by a reduction cost at vet 2.
This would mean that Panzerfusiliers can't spot ahead without using the flare ability and avoid mgs or unfavorable engagements
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