Here is another idea for Veteran Training, kinda revamp Wehrmacht.
Through "Veteran Training" the following should be.
Pios get 5 man.
Grens all get G43, still have the option to get upgrade MG42.
Pzgrens better accuracy over distance and get smoke nade.
To make them perform better is a better compensation than giving them all 5 man.
If you mean g43s with the same profile as jli upgrade package, this would be absolutely broken, if not the same profile than are you suggesting a replacement for the commander ability?
Also, it is somewhat unfair to compare obers and pgrens, due to tech level difference. Pgrens arrive a lot earlier, imagine obers from OKW T1.
The way I see it, pgrens are useful mostly for protection from enemy infantry or tanks with their shrecks. If you want to use them offensively, you need to support them and have more than 1 squad(or a pio with flamethrower). They become a lot better with Ambush training, since their biggest issue is not being able to safely get to an optimal position to do the damage. Sprint and camo give you a lot of possibilities to use them effectively. The new vet1 ability also helps quite a bit.
Right now I feel like the reason people don't like pgrens is because you have to use them a lot more precisely and carefully than a number of allied cqc infantry, and it is difficult to fit them in a build, due to the need for atleast 3 grens at the start. |
That is an amazing idea. Maybe also let the arc be influenced by line of sight blockers but make the range bigger as compensation.
I think that LOS blockers shouldn't affect it, that would make it too similar to a lot of other spotting options. In order for it to not be too strong, the searchlight should be activated for a duration and have a cooldown. |
I wonder if it's possible to make the searchlight on IR half-track controllable by the player, that alone would make this unit quite a bit more useful.
I think this is a really cool idea, perhaps the IR scopes shouldn't be limited to panther only, but also available to KT. I think it should provide an accuracy bonus of 10% and an additional 10-20% against targets that are spotted by the IR half-track. Also probably something like more sight or revealing enemy vehicles directly in front of the tank in FoW on the minimap. |
I don't understand why some people hate the mp40's this much. Stormtrooper MP40s, to me, always feel better at CQC than Pgren stgs(which is what storms used before the rework), they have way worse mid and long range dps, and since they aren't very durable, you need to use the camo and your brain for them to be useful.
The reason they have the smoke and their new commando level camo is because they were given MP40s instead of STG44s. The old storms were boring, they were basically an infiltration pgren with camo that you had to pay 80 more munies for(20 for pgren camo). And yes, there is the tactical advance, which I don't find to be worth the cost of getting the STG44s for 100 munies. Pgren with camo is a better(due to 5 second accuracy boost out of camo), cheaper old storm, without the tactical advance. I honestly never used that ability on old storms, since I never used those, on the new ones I find it pointless because their close range DPS is already really high. So I dunno, maybe that ability was really good, which is why people thought that paying additional 80 munies for it was worth it.
I also don't really see how old storms were all that great for infiltration. I'm pretty sure that was mostly used for cheesy pop-ins in firefights to instantly have a squad that puts the enemy at a disadvantage, which is what you can still do the same way. So this part isn't really changed, it's what comes after. New storms have an inciendary grenade that deals additional damage to caches and a faster decap speed. On some maps they can go really far without going out of invisibility, due to their camo, their vet 1 allows them to heal, and their mp40s have better damage potential, if you use them right. All of this higly promotes their use as an infiltration unit that is used for deep flanks or scouting or ambushes or decaps, not for just running at an enemy and winning.
The new storms are far more interesting and have a special role in Wehrmacht, I don't see how the old ones were better for the army as a whole. These storms only really lose to enemy elite assault infanty, their MP40 profile is one of the best smgs in the game. |
It's just one of the bugs caused by the nature of the mod as a Win Condition pack. It won't be there when the patch goes live. Thanks for taking the time to report it, though.
And thank you for taking the time to reply. |
The Jager Command Squad from the Wehmacht Jager Infantry Doctrine can't use the panzerfaust without T1, even if T2 is built, when you hover over the ability it says that it requires Infanterie Kompanie OR Leichte Mechanized Kompanie. I always thought that this commander complemented a panzergrenadier strategy quite well, so I hope that this is unintentional. |
Is it possible to add an ability for squads with AT weapons to prioritize vehicles? Is it possible to make only the models with AT weapons not target enemy infantry, while the models with small arms shoot at infantry, and also not target tanks, since shooting at tanks does nothing but waste ammo, give away the position of the squad and can be annoying when there is enemy infantry nearby which can be targeted instead. |
Yeah, I think 150mp is a valid price for a buildable garrison that can be used only by one side. I wouldn't mind it having more shooting spots though, as right now the only unit that is useful inside is mg team.
But the mg can only face one direction, and since mortars now do a lot of damage to garrisoned units, the mg crew is more vulnerable to them, and can't really do anything to a flanking squad either. I think the mg inside the bunker is only useful against long range blobs, like tommies or paratroopers with lmgs. |
150 MP is cheap as chips, and at no pop cost, they are brilliant for late game high pop situations.
No other faction has this ability or choice.
I see what you mean, but i'm not sure 150 mp is all that cheap, for a bunker with mg, certainly, which is why i thought that upgrades should also cost mp to bring it back to the original price, but without upgrades it's quite useless, though it's possible that i'm only thinking about high-level play. It's absolutely possible that it's fine that is ineffective without upgrades and ostheer shouldn't have the option to get uncaptureable bunkers for 50mp. I just kinda threw out the idea to see what you guys think. It would probably be too strong for 50 mp in early game, since garrisons are quite powerful, though these bunkers are quickly destroyed by mortars and at guns. But then forcing a mortar with 50 mp definetly would be strong, and ukf would have trouble dealing with it too. So 50mp is a bit extreme, 100 would probably be more fair(with 50 additional mp for upgrades). Maybe adding popcap for the mg upgrade would also work? I dunno, i'm just curios, and totally fine if bunkers stay the same. |
At this point in time, i think that bunkers are extremely situational, because they are very easialy destroyed, which is why people only get them for medics or a temporary mg somewhere in late game, but i don't think anyone really garrisons them. 150 mp for a bunker that dies this quickly is really inefficient, so i think that it could cost 50 mp, but the upgrades would cost 100 mp and 60 munitions. This could allow for them to be used just to garrison inf, and since its so squishy it wouldn't be the same as british unstealable trenches(before an update that fixed that), it could potentially overshadow ostheer trenches, but imo they would still be better for garrison due to their durability. What do you think? Would this buff be too beneficial for ostheer? Would it be pointless and not give people more valid options? |