say what? |
I disagree.
Infantry needs somewhere to hide from Snipers.
The 40%, is fine.
Buildings are however too durable against ordnance.
(Barring the unpredictable, and presumably unintended, one hit collapses.)
+1
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I think its ok. Dont actually see base-pin as a biggie. If you remove base-pin, other fun features might be considered op as well. Arty retreating units in base is always fun and cheap, both onmap and offmap arty. As soviet, get a HT with quad if you see planes. This game is about getting a counter to the strat you are facing. If you are having problem with strafes, spread out your infantry and or get a quad-HT. |
I think it sounds fun in theory, but less fun when you actually play. When playing, I want to have as much control of my units as possible, especially in skirmishes either pvp or pve. Campaign or ToW perhaps... but still not something that I really would want to have ingame. Adds actions and uneccesary micro.
About historical accuracy, theese fights dont last very long. Yes vehicles broke down and during fights, but considering the matches are short there is no need for vehicle maintenence in this short period. The vehicle comes in new and fresh and a breakdown within 1hour would be a designflaw worthy some executions. Historical accuracy really has to go in favor of gameplay here I think.
That said, I could add a theoretical workaround (that I still dont want to see ingame, but less random). It would be a timer-bar much like the freezing infantry, but in this case more based on distance travelled. When the bar hits bottom, the vehicle risks a break down. To keep avoid this you would have to do occational repairs, keep it close to resource points or whatever.
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Also miss that wire and really wish it comes back into the game, however, I think it should be a complement to the standard wire. It certainly has great uses ingame. Wire + maxim I like how it adds options and nifty killzones. |
I recommend substituting the Flamer upgrade with a PTRS upgrade, to open up more non-Guard light AT options.
Wouldn't overshadow Guard, since they have 1.5 armor and DT upgrade.
Sounds like a great idea to me. |
When I'm thirsty
When I want to enjoy one slowly
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Actually find Panzerwerfers quite ok, then again mostly playing 2v2s.
Short range and low HP, yes. Keep them mobile and use shift commands. Cover with MG/ATG or place mines around where you are most likely to use them. Just movint them around works very well for me. Having 2 of them barraging an area will wipe it clean from infantry. Add the artilly officer and the 80 muni barrage that doesnt add cooldown to the P-Ws and you can have alot of fun. With that you can place the arty officer barrage, then instantly barrage with the P-Ws after at retreatpath from the area or any other nearby target.
MG42s, think they are ok. As posted in thread, if the ostheer lose one, they are going to have a hard time stealing it back. There are also lots of counters including mortars, snipers clowncars etc etc.
RNG for fausts and ATnades are good. You want the (slow) heavies to have a chance to actually move about on the map. Not get insta-locked/slowed down by a cheap infantry unit. Cost/risk/reward was not in the heavies favor.
Ram. Same as above. And it should only be used as a last resort, its even more so now than earlier, and that makes sense. Again cost/risk/reward comes into play. Also players have to find another way to deal with heavies than just using ram to stop them dead. Makes sense to require diffrent approaches to medium and heavy tanks.
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Also really enjoy the changes, both as soviet and ostheer player! Thanks. |
Same problem here. |