What if you add a timer, but increase the speed animation and fly time so overall it's the same ?
Agreed. Endstate is the same speed, but more consistent with the cues given to all other grenades.
It's balanced by the long, really obvious animation and the large minimum range. If you are paying attention you should not be getting surprised by riflenades, a timer is unnecessary.
True as well, but whenever the animation glitches, as it often does, it severely reduces the chances of spotting the shot before it hits.
However, as a historian and a big proponent of historical accuracy in all media whenever possible (#notmybattlefield), I feel that the grenade should have no timer, because they were impact detonated in real life, unlike all the other grenades depicted in game currently, which had timed fuzes.
If it needs a nerf it should be to damage or area of effect. That way it punishes units that clump up, but cannot wipe a full health squad.
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Not ostruppen. Audio/sound of gunfire of a new weapon
That shouldn’t be a problem since they’re not actually new weapons, just “captured” allied weapons. They would sound exactly like they do when picked up as a dropped weapon. |
If you are having your base attacked as any faction you are doing something seriously wrong. So it’s irrelevent to balance. |
Why would audio be a problem? Do you mean that they voice of the Ostruppen unit refers to themselves as getting an MG42 as an upgrade? If so, then it’s a moot point if they start off with an LMG, then they don’t ever have to say that they have received their “new MG42”. Lol
Additionally, randomly starting with any LMG is a plausible way to work it, as it doesn’t need to be any specific allied LMG to make sense, even purely on the eastern front because:
Chezks had ZB-26 (Bren Gun) captured in large numbers
Soviets obviously had the DP-28 and were captured as well.
Poland had a variation of the BAR which were also captured early in the war.
Really, the only ones that wouldn’t make sense would be the M1919A6 and the Vickers K.
So instead of having an upgrade to an LMG42 and a chance to spawn with them (mobile defense), how about if each squad gets one LMG every time, but it is a random single LMG with equal chance to be an MG42, MG34, BAR, DP-28 or a Bren Gun. No upgrade at all, and if they lose it it’s gone, but you get something for free no matter what, but it isn’t always going to be an MG42.
So you get balance because it’s a sure thing to get an LMG, but it’s not completely the same every time due to the randomness of WHICH LMG you get. Thoughts? |
I think the LMG42 upgrade on Osttruppen is a bit silly at the moment. Before you go crazy, let me clarify, they should definitely get an LMG, just not an MG42.
Ostruppen LMG42s are very weak compared to the Geenadier version, as a result of the lower accuracy and give both the using and defending against player a sound and visual cue that isn’t consistent. A player facing an MG42 shouldn’t be able to ignore it like you can against Osttruppen, nor should Wher players be let down by its performance vs it’s visual and audio cues.
Give the Ostruppen either a DP-28 or a Bren Gun and give it to them for free, always, and with no upgrade. Leave them with one empty weapon slot for picking up dropped weapons, but not the ability to purchase a second of the starting LMG. This will give both players a better distinction visibly and audibly that they are facing a different weapon profile and allow Ostruppen call ins to be more predictable, which is always good for balance.
Historically, the Germans armed their less well thought of allies such as Osttruppen with second and third tier weapons in order to give their own men the best weapons like MG34s and MG42s. They would have had plenty of captured DP-28s from the Russians to give to their allies and the Bren Gun is a copy of the Chezk ZB-26 Light Machinegun that the Germans had in large numbers.
I like the extra flavor of Ostruppen getting a less desirable captured weapon that also aids in unit identification, unit flavor and game balance. |
I think reducing it to 50 or 60 munitions would be a fairly harmless buff. It’s not easily spammed like Volks Shreks were, so a cost reduction isn’t completely crazy. |
All incendiary grenades should not be available to mainline infantry but moved to specialized units.
Connecting OKW tech to set up buildings is bad because truck placement is map depended.
I really see little reason against OKW Side tech.
SP concussion grenade could be redesigned to do have extra affects vs garrison/heavy cover and be available earlier.
Or give Sturm Pios the flame nade at vet 0 that upgrades to a stun/flame nade at vet 3 and give Volks a free model 24 stick grenade that does less damage than the paid for (US and British) or doctrinal (Soviet) grenades, but has slightly more range. Not as much range as Grenadier rifle grenades, but it’s free and Volks are supposed to be the German less effective but more durable base infantry when compared to Wher Grenadiers. |
I’d rather see ostruppen have DP-28 upgrade instead of an LMG42. It suits them thematically because the Germans made heavy use of captured machineguns (they captured quite a lot of DP-28s) and usually issued them out to less well equipped troops like the osttruppen depicted in game.
It adds flavor, makes them more diverse, allows them to be balanced without sharing the Grenadier’s same LMG and is interesting historically.
Consider that it could also be balanced in a way that makes them more than just shitty, but cheap grenadier replacements. They could have one or two DP-28s and have the rest of their rifles balanced against the power of the DP-28 instead of the LMG42.
Just a new idea in a sea of sameness. Lol |
That’s fair enough. I’m not saying it was wrong or that it doesn’t work, I was just saying what I would’ve done. Lol
Conscripts are supposed to be a sort of multi role hack of all trades infantry unit compared to the Wehrmacht’s more specialized grenadiers (long range combat) and Panzer Grenadiers (mid to short range combat). Conscripts are supposed to beat grens at short range but lose at long range, while the opposite is true for PGrens. They win as long as you play to the enemy’s weakness. The PPSh upgrade allows them to beat everything up close, even dedicated short range units like PGrens when it gives them three SMGs. I like them having two because it keeps their role unchanged as a “counter range” unit but still boosts performance at flanking and clearing team weapons.
In short, three SMGs at any price changes the role to assault CQB type that is potentially spammanle and overlaps with Shock Troops, while two SMGs keeps them in their role as a generalist unit but boosts performance up as a flanking unit.
Both styles of balancing the weapon upgrade can be balanced, but I think having them come cheaperand as only a pairbworks better thematically and with less overlap. |
While PPSh conscripts are a powerful tool, I kinda feel like they might be too powerful. By the late game it is fully visblebto have all of your conscripts upgraded with them even after the price increase. I’d like to see them rebalanced to be a two gun upgrade that costs less. That way they are good, but not too good. Thoughts? |