USF arty looks fine at the moment.
They do lack rocket artillery, but they have mobile arty with no setup in the form of the Scott, which can constantly keep shelling things even when reversing compared to rocket strikes every 2 minutes. |
Mind:
-SPio medic crate only costs 30 munis for 3 uses
-Doesn't require the squad using it to remain stationary after picking it up
-Doesn't require the Spio to remain in proximity of the one who picked it up so you don't need to blob to heal multiple squads of infantry
-Not reliant on vehicles prone to being nuked (Ambulances)
-Doesn't require vet to put down
-Set up time is nigh-instant
-Can be put even in enemy territory
-Available at T0
-Potent enough to heal a squad to full HP
-Easier to micro with because you don't need to monitor unit HP, just shift-move to a crate, then move the squad anywhere
-And once again, only requires 30 munis with no manpower pricetag if you kept your first SPio alive.
Compared to literally every other faction's healing options, this has more perks at the cost of being something you have to put down every 3 uses.
Assuming your units hit vet 4-5, they can even self-heal out of combat, and if you pick the medic truck, you might not even need to put it down in the first place.
If you want to argue a "healing problem", just look at Soviets, who literally only have base medics as a healing option. |
You would had to create a different weapon profile for when MGs get to vet 3, and replace the base weapon.
Say you have the OH MG42.
You go from this hmg_team_mg42_mp.txt > hmg_team_mg42_vet3_mp.txt
Although i have a fear some bug related issues might arise when the unit get's wiped and the weapon recrewed if it was done on this way.
Is it similar to how allied-captured Raks can't stealth? |
It is 250mp 15f. Maybe he uses some bulletin we don't know about?
On checking, we're apparently both wrong. First image is with the bulletin, second is one without.
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Except OKW does have healing at T0 from Sturmpios dropping medkits. Wouldn't affect teching either because it costs munis. |
Would be nice to see PGrens, Riflemen and all-other AT equipped infantry only fire their weapons at tanks. |
Every faction has to pay for their healing.
Sov has to pay 250MP
Ost has to pay 150MP + 60MU
USF has to pay 237MP + 7FU
UKF has to pay 60MU
OKW has to pay (100MP + 15FU) + (200MP + 25FU) + (100MP + 15FU)
The total is 400MP + 50FU. As expensive as that sounds, it's a tech building you can shove somewhere on the map that comes with medics. Add 300MP in, and you can cut the time needed for your troops to return to the frontline unless you park it inside your base- In which case, you won't need to pay 300MP.
Or, if it's too rich for your blood, you could just spend munis to heal 3 squads on the go. |
How about ignoring yellow cover suppression reduction bonus at max vet?
This way, machineguns can still effectively suppress squads in a nuked area, but they still take less damage due to yellow cover's received accuracy bonuses.
In my opinion, ignoring suppression penalties rather than ramping up the suppression values would be preferable because it might end up vetted HMGs suppressing vetted squads in a half burst on open ground.
Green cover unaffected.
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After reading through the thread, I can confidently say that Guards are fine with just getting their CP raised to 3.
The nonsense about the OP talking about how their PTRS rifles are "comparable" to Pgren shreks shouldn't be something explained over the course of several pages. |
They're fine.
They can rush most other builder units, but the second they try to hop out of cover and engage in CQC against frontline infantry in cover, particularly Riflemen, IS or Penals, they die before doing anything substantial.
They can't outshoot rifles at medium-long range, and trying to rush them is a great way to lose models.
They're also expensive to lose. |