The officer cost maths in the OP is wrong. Officers were increased to 250/35 afaik
If the Pack howizter remain in captain and the mortar in T0, I do not really a solution, it will either be OP or not cost efficient compared to mortar.
The timing is simply wrong.
In addition as long as USF have access to a better indirect fire weapon they will be able to bully Ostheer.
The problem with USF mortar is that even if you use manual barrage and even if the enemy MG doesn't move, mortar will still miss majority of shots maybe just grazing a model. Meanwhile Pak howie hits the target when you order a barrage. I tried countless times to use USF mortar in 2v2 early to counter MG or static play, but it's just more effective to wait for pak howie because USF mortar only hits when the enemy is in a garrison and not behind green cover. I don't care if other mortars are similar, USF mortar just doesn't fulfill its intended role no matter how much attention you apply to it. Pak howie rewards barraging actively and is therefore more desired.
I would remove autofire from all mortars and either make barrages more responsive, more accurate or increase the ROF.
Sorry for mortar offtopic, but the talk about indirect fire in case of USF comes quite often and the underuse of USF mortar comes simply from a fact that it underperforms in its role. It's only good when the opponent occupies a building. |
All these arguments also apply to the KV-2, which does have a decent shell speed.
90% of the time I manually target attacks for KV2 too, unless you mean the siege mode. |
If it's meant to be a manually targeted unit, scrap the autofire and just give it a barrage ability.
If it's meant to be an autofire unit, make its autofire work properly.
It seems silly to me that generalist heavy tanks can hit with autofire just fine, but a dedicated anti-infantry heavy has to be babysat to get its full performance.
When you need your generalist heavy tank to score an important shot you do attack ground with it as well to make sure it doesn't target the far away model, especially true vs ATGs or MGs, when you want to kill the guys crewing the actual weapon and not the bystanders.
Keep in mind that enemy infantry needs to micro dodge vs Brummbar if it wants to avoid autofire or attack grounds, so it's micro vs micro. I think that Stormjäger is right.
Also there is no other stock vehicle (except KT) that can continuously force retreats like the Brummbar. |
I believe USF shermans aren't picked over the M4A3 due to the fact that the only role that sherman can perform is AI and M4A3 standard sherman is the best at it due to HE shells. Were other sherman variants a meaningful improvement in AT department, they would be picked more, but as they are not, Jackson is better AT, M4A3 is better AI. They could perform the AT role better if the premium medium, heavy armour and TD balance got reworked. - This is the introduction that I forgot lol
TL;DR TDs are mostly so strong because Mediums stand 0 chance vs stock Panther, therefore TDs have to be strong to fight Panthers. You don't build Mediums to serve as AT, therefore you don't pick better AT shermans. You build shermans mostly for AI, M4A3 is the best at this role.
If you brought HP of Panther down to 800 and its armour down to 240 and dropped all TD range to 55 and lowered TD ROF bonuses from veterancy slightly, mediums would be relatively stronger vs Panthers and Panthers would be fighting on relatively better terms with TDs with just very minor 5 range difference. What would have to follow is also other heavy vehicle rebalance with mostly HP, armour or ROF decrease not to disturb current IS2, Pershing, Tiger, Panther balance.
If you care to try to understand my way of thinking and why I would drop Panther health and armour to said values and apply other vehicle changes, its due to a fact that currently Panther armour doesn't help vs TDs much and combined with high HP pool, it breaks the balance between Mediums and Panthers. Usually the time-to-kill problems appear when the source of damage is doubled, just as 2 Raks are way more dangerous to Mediums than a single Rak, same is true for TDs. With 2 TDs new Panther would live at least as long as the old Panther. Decreased TD range by 5 would also give panther better chance to fire back at the TDs. Mediums would be actually able to threaten the Panther at least a little. Currently the player is supposed to use mediums by flanking, but with all the phasing bullshit and tanks driving through each other every now and then, it can be a really frustrating mechanic. Also flanking like that is not possible on some maps and in some gamemodes which makes Mediums shite and encourages TD spam.
When I say all TDs I mean SU85, SU76, Firefly, Jackson and JP4. Puma should go down to 45, Stug might need price increase to 100 fuel. AT guns would not be affected and stay with 60 range improving teamweapon-vehicle synergy when fighting TD-heavy enemy. I would also drop armour, HP or ROF on Jagdtiger and Elefant by a little to compensate for the lower TD range. ISU-152 HE shell should be ~60 range too. Its AP shell has SU85-like performance anyway.
All in all this is just an idea trying to address the problem of Medium/Panther/TD balance. Every other vehicle problem starts exactly there. I am pretty sure that churchill would have slightly lower HP too, popcap and cost might need minor modifications across the board. This I believe is the change that would improve the game but I think it is too late for such big changes that risk breaking the game. Was fun to type stuff on the Internet. |
No. The KT is not viable because you spend an obscene amount of total resources to buy a mobile bunker with absolute trash mobiliy at vet 0 which gets roflstomped by either the zoom zoom F1 car that is the M36 Jackson or gets sniped by the recon mode T70 and SU85s combo. Brits are probably the only faction where the KT is a safe choice. Not even gonna go over ram bullshit which is how I always lose the KT vs Soviets.
If the KT had a bit more mobility it would be in a much better spot right now.
You are probably talking about 1v1. In 2v2 if you put JP4 next to a KT it is very difficult to defeat due to JP4 anti-TD DPS and excellent KT DPS vs anything else. |
Let me just remind you how M20 crew had its single bazook removed because it could be used to help defend itself from 222, while a single Schreck on another 4-men squad is supposedly helpless and needs buffs.
Single Schrecks are hardly ever bought because there are other good ways to spend your MU. It competes with mines, weapon upgrades and (in case of SP) with sweepers. |
I like how the recent dispute between Mazianni and blvckdream matches their profile pictures with pepe&stuff. |
Don't mind him, he's just trolling.
No, I made a brief comment why I think Schrecks should not be buffed. You choose to treat it as trolling, so be it.
What? Zooks and schrecks could potentially 1 shot tanks IRL and ingame there's no chance of that. Historical accuracy means very little when regarding balance.
You should distinguish a squad that can defend itself from a LV with a single Schreck from a squad that has 2 Schrecks that can fight armor effectively. Single Schreck is already better AT than 2 PTRS and takes away less weapons from your squad which is a balance case. You want your inf not to be harassed by LV, give them Schreck, just don't expect it to be insane. Not everything needs to have an elite variant in the game.
would you please stop your bias and do something everyone here do, that is READING?
And cut the BS and the PTSD, you can simply DISLIKE it.
You should not talk about bias. Have you ever thought that maybe single-schreck infantry is not supposed to fight armor effectively but rather repel LV? Schreck on SP is there because it can't be on Volks and remain balanced. It's also 1 because it's an engineering unit and not a PG. Schreck on Partisans is to ambush and kill LV it's not supposed to be used efficiently vs medium armor, these guys are partisans ffs. Finally Stormtroopers have cut-off potential and their Schreck can be used for destruction of fighting positions, caches or LV self-defense. Making single Schreck squad more efficient at firing their Schreck than other units is just weird.
Panzerschreck pen 160-180 damage 120
bazookas pen 110-130 damage 80
Nazi boys "not elite enough"
fixed
Look at these folks, they didn't know a single Schreck would perform better! |
Didn't read, suggestion to buff Pschreck is non-historical and goes against game balance. No. |
I disagree. Brumbar is OK. Ostwind reks infantry too well and overshadows BBar. Ostwind does great AI work while requiring lower micro and being more mobile. Centaur at least isn't as good on the move as the Ostwind. |