I would love to see a stock soviet unit comparable to Frontovik from the campaign, perhaps from their T4 building?
That or making the current doctrine SMG upgrade stock as an alternative to 7 man upgrade and either improving the doctrine ability to a 6x smg or perhaps x2 DP.
Playing largely axis, I can understand the frustration of the zis barrage, especially if you are running a build that relies on your MG42 to prevent being swarmed by infantry. The zis barrage will force a relocation of the mg, which means you cannot hold in that same position as any decent soviet will push you the moment you pack up.
My gut feeling is to make the ability a vet 1 type ability but I feel that might be too oppressive. What might be better would be reducing the team for the zis down to 4 from 6, so that you can at least punish out of position Zis guns a little more easily, that way the barrage remains strong but at least the damn things are not sponges that are far more survivable compared to other at guns.
Making the zis gun 4 men will make it usseles. Its facing units with higher dps and strong nades. Its overkill imo. The zis is fine concidering soviets lack stock nades. And six men is the faction trait.
A flanked zis is in serious danger dispite 6 men. Pgrens are far more leathal to a zis then penals are to a pack or raketten on the flanks. Flametrack as well imo. Nothing wrong or broken imo. |
thank you vipper, will have that in mind when i play OKW next time.
still, for OST, the panther feels like meh, for what it was intended for, i still stand behind buffing its accuracy on the move, pen,speed,armour,HP don't count for much if it cant hit the bloody thing its aiming at.
The panthers main role is to fight heavies (wich your not garanteed to face as axis). There the pen speed armour hp count for everything. Acc on the move above 0,5 however is not justified nor needed for this job.
Higher mov acc will buff it preformance vs mediums way to much, to such an extent making paks shrecks stugs etc less favorable and less efficient choices, and shutting down med tank play all together. And making td,s rush or spam for allies even more nessecary. |
Panther has the pen against allies med, likewise allies 60Td has the pen over axis stock tanks, inclusive panther.
Except, panther has poor rof and accruacy whereas allies 60Td are much more accurate and deadly.
when panther is out, allies med are at or close to vet2, with their insane gun bonus.
See where my stats based approach is leading you to?
The only buff i call is the moving accuracy at vet3, generally agree that Panther needs some accruacy bonus.
The rest is moving all or half of panther vet3 gun bonus down to vet2, and the armor down to vet1.
hardly trolling. reporting you guys for toxic behavor and not sticking to improving the issues.
Panther has poor rof and acc compared to what meds? Td's?
When compared to meds it dominates them. It has better acc range and simaler rof at vet 0 while being much much tougher and as fast or faster.
Compared to td's its got worse acc pen and rof and range. But its has more armour more hp and vs 2/3 is more mobile/faster, it has actual ai capability. Vs su85 it has a turret. Its not all bad.
Dont downplay stats to suit your view. The panther is not a td nor is it a medium or a heavy. Its a mix of those 3 with the more upsides and few downsides of those.
You cant have such a tough fast and high pen tank get better roff or moving acc or both buffed while giving nothing in return. |
@mrgame2
Now check the penetration and speed of those meds. The hp and armour of those mediums.
You will see that:
The panther outranges them, it out pens them and outlasts them (except churchil), can outrun them. While having a simaler rof to mediums at vet 0.
So next to allthe things a panther has over all allied mediums it need to get the same rof buffs while giving nothing in return?
Yet another no brainer buff request for the panther without looking at the other great stats it already has. You cant have it all on one unit.
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Just something to think about.
All factions except sov start at 75% hp when recrewing. Soviets start at 50% hp on their weapon teams when recrewing.
Soviets do have the easiest time recrewing but with sov team weapons generaly being infirior recrewing is on soviets balanced mostly.
Ost has the toughest time to recrew but has strong if not the strongest team weapons. Its harsh having to retreat immdeatly after recrewing but having ost quality team weapons at 75% hp after recrewing is not a bad trade. |
Nothing ironic. I am supportive of all arty flare nerf. Cut the linger time by 50%. Increase reload times by 50%.
Just be happy presicion strike was replaced with flares. Just dont stay stubernly in one place while under a flare and neing attacked. |
Soviet Mortar Flare should be a vet 1 ability...
A decent 2vs2 Soviet player that know how to use mortar flare = Rip Axis: Flare is not easy to notice like recon plane when you are in the heat of combat, a Katchusa or ISU can make short work of anything spotted by flare
I really wish that Ostheer can fire flare non-doctrine like Sov counter parts too ( Soviet Sniper + Mortar flare = non doctrine )
The vet 0 flare makes the somewhat underwelming sov mortar good.
The sov's mortar rof is slightly lower then the rest.
Its barrages are also not as good as other mortars, specificly the ost mortars comes to mind.
6 men alone does not even these minusses out imo.
Ost has stuff soviets can only dream off. The flare's stock is a sov thing. |
Every other faction has more aa options stock. Those are either more durable, better vs inf and lights or any combination of these. And usf okw and ost have plenty of pintles on mediums and heavy tanks.
While the quad is to good in aa, it arrives late, is a 2 shot vehicle, the upgrade is expensive. And its the only soviet stock aa.
On way to fix this possibly is to lower its aa quite a bit and add light or weak supression on the move.
In the past it could supress on the move, as i remember it it supressed very fast this way that was to strong. |
Do not worry about no harm done and maybe I was not clear enough
Combat engineer are a cost efficient unit and as Serrith pointed getting 3 CE as start is actually viable or more viable the most other engineers that is.
I agree completly they are cost effective. Some claim they are OP mainly because they are cheap. |
You missed my point.
Before weapon profiles overhaul the small arms systems was different and comparison pre and post overhaul are probably misleading. It might as well be a different game. CE have been 170mp since after the overhaul.
Combat engineer use a bolt action rifle designed to perform good at mid to far range. Their optimal range depends on what their are fighting.
Yeah i mist your point completly. My bad.
Still ce's are a 2/3 cons squad at best in terms of dps and hp. And cons are not doing high damage at long range currently.
I've seen ce's beat grens in close range once but other then that every other inf mops the floor with them. |