From my experience spending 19 T-34s in a 4v4 game, a ram + overwatch doesn't guarantee a kill on superheavies unlike il-2 bomb strikes, which is fine considering it can target multiple units at once. |
Oh, I know something interesting.
A rapid barrage that costs nothing and fires an 8-rocket salvo, panzerwerfer style.
Would give the katyusha flexibility either firing for effect or firing to opportunistically kill stuff, though it would make shotgunning even more deadlier- Shotgunning with pwerfers are offset by the rocket flight time while katy has a flatter trajectory.
Perhaps by increasing the minimum range? |
Frankly, the katy creeping barrage has no real merit to show aside from taking up the vet1 slot.
It:
- Costs muni to use
- Is so inaccurate it's unlikely to hit anything, coupled with the relatively low AoE (to the stuka creeping barrage), is unlikely to kill anything
- Has regular damage and pen per rocket, so it's ineffective against anything not infantry
- Lacks fire density that would mitigate the 2 above problems
- Is impractical to use, even against static targets, including large structures due to all above reasons- At that point, it's easier and simpler to use a regular barrage
What I would propose is something as simple as removing its muni cost and making the barrage area smaller, or by keeping its cost and increasing the number of rockets fired. |
Medium armor that's hard to hit and pen, with a timing slightly longer than a puma.
Imagine a valentine with none of the AT, but is harder to hit, has more HP and armor. Yeah, no. Keep it to T4. |
Hetzer not exactly too vulnerable to AT fire. Already has 15 target size, 3rd smallest vehicle, after the goliath and kubelwagen. Translates to being 12.5-20% harder to hit by default compared to, say, a generic medium tank at 20 target size.
A vanilla tank firing at max range only has 2.5% accuracy, multiply by 20, you get 50% chance to hit, with only 15, it's a mere 37.5% chance.
TD and atgs have 4% far accuracy, so the chances to hit, compared to a medium tank, is 80% vs 60%. Against non dedicated TDs or ATGs, there's also another RNG roll for armor pen, since it has as much armor as an ostheer P4 without skirts.
With this in mind, I would not at all suggest survivability buffs since conventional tanks will only hit half their shots at medium range and roughly only a third at max range.
I personally think MP40s volks are in a good place right now. |
Aren't partisans better treated like offmaps that can do things like ambush stuff for MP rather than muni? In that regard, for their price, I don't understand the need to make them scale better that they can take the place of either conscripts or elites.
The dedicated partisan doc lets you pay for maphacks but doesn't have magical potential like docs with heavies, 34/85s or call-in elites, which makes it fair imo. |
I asked someone in our server to test some numbers. Looks like the first offmap shells from perimeter overwatch land after 8 seconds. Consistent 8s interval for mortars, 16s interval for offmap sexton barrage.
The first barrages from the base/command post come as early as 3.5s, with the reload time for each howitzer being ~7s, assuming they keep hitting a stationary target. If they switch targets, the fire rate understandably gets significantly worse due to traversing/set up.
Shell density for perimeter overwatch is approximately 7.5 mortar shells per minute, 5 offmap shells per minute and ~17.0 shells per minute (at most) for both command post howitzers.
Ability costs 225, iirc.
Comparatively, the sector overwatch from the ostheer version dumps 1 shell every 4s, with each shell coming in faster the longer the target is in sight.
Sector artillery costs 200 muni, and assuming I did the math right, with the interval multiplier (x0.85), Reaches 1s shell interval if the target is kept in sight for 20 seconds. Giving at an approximate maximum number of shots of over 45 on its howitzer shells, with a bare minimum of 10 shells if the interval thing is borked.
Over all, for its cost, while it doesn't have as much magical alpha as sector overwatch, it does last for quite some time. |
Lethality could be changed by adjusting the weapon profiles used by the overwatch trees. Though since it looks like it uses existing profiles, it might mess with their vanilla counterparts. |
If I pulled the numbers from the AE correctly, perimeter overwatch, at the moment:
Lasts 2 minutes. Dumps 1 offmap howitzer shell every 16 seconds, and a mortar shell every 8 seconds. Activates both howitzers at base, which can both fire with a reload 4.7s each.
And sector overwatch, which is the other comparison:
Lasts 45 seconds. Dumps 1 howitzer shell every 4 seconds, but will have its firing interval shortened by a multiplier of 0.85 every time it fires as long as there are targets to be shot at.
I don't know if the values I pulled above are multiplied per target entity. |
Methinks it would be better for it to be an M3 call in HT with Guards inside and give it some niche ability like the Ost 250s.
Fits with the theme. Makes it unique. Justifies the price. Doesn't change anything else in the doctrine. Which imo, is iffy for various reasons.
M2HB Browning is functionally a better DshK if you allow soviets to get their mitts on it. All the benefits of DshK sans the sprint, with a more generous arc, similar suppression and damage, and more importantly, a 6-man crew. Thematically works, yes, but removes the tradeoff between the Browning and Dshk, for balance reasons. |