Oh so USF gets shock infantry as an engineer unit, AT abilities, mobile armed capping vehicles right off the bat? I guess I missed something.
Ass Engies, vet 1 AT rifle nade, WC-51 (granted not armed off the bat)...
Granted vet 1 riflemen rifle grenade can be delayed but it's not like OKW get fausts right away either. |
there is no use of the HE shell. its weak, if not weaker than regular shells
Just stop |
if that's the case why isn't it used every game? doesn't matter about high level play or low level play, if a unit is OP any player at any skill level would abuse it.
It's banned from tournament play completely. |
Assgrens aren't OP period tbh. They just do their job. |
Can you CP lock a buildable unit? If not, that's one explanation.
I'm pretty sure I've seen mods do it. Otherwise it could always be unlocked by a passive ability that unlocks and activates at the CP. |
What is the actual argument against just making heavy tanks buildable units (from end tech structure) with a build time like literally every other call-in unit has been being made for some years now.
Solves the timing issue, solves the tech issue, adds a drawback (can't deploy other tanks while it's building, obviously.)
Because it would be difficult to implement? Is it really even? |
Oops, I for got to add the armor from the health, so it is 22 when fully constructed.
lmao, I never even noticed there was a modifier in the construction tab til now. Apologies for trying to call you out or whatev.
Certainly doesn't feel like 22 armor though. |
The bunker armor is 35 and the he round pen is 25. The fighting position armor is 20 in comparison, hence why this building can eventually be gunned down.
Fighting position armor is 2. Not 20.
I think the value is too low. It doesn't need to be so high that it never needs to be switched out to AP rounds, but if it's ok for Grenades to damage fighting positions, I don't see the problem in allowing explosive rounds to reliably penetrate bunker armor. I would like the value raised.
I'd rather see bunker armor reduced to 25. This way the issue is solved without buffing the Sherman. |
Rangers don't really need anything, and this thread is stupid. Even if Rangers are worse than Paratroopers, who I honestly don't think should be this stupid elite weapon upgrade unit anyway, so what? Rangers are still good, and the doctrines they come in don't need any buffs. Heavy Cav has been meta ever since it was introduced and Urban Assault is great already, rangers or not. The unit is fine, the doctrines they are in are fine.
If I were to do anything at all to them I'd give them tactical assault instead of paratroopers, and then I'd rework Paratroopers in general so they don't have these stupid weapon upgrades essentially forcing them be this super elite all-or-nothing investment 3 CP unit. I would have much preferred them be some sort of CP1 alternate infantry for USF, in the way that Cav Rifles are now, a 6-man snare-less squad with maybe one upgradeable M1919A6 for 70 munitions, or 2 Thompsons a la Cav Rifles or some other BS, but there's no need to make these changes and it's too late for them to ever happen. |
Rifle buff was a long time coming and finally made them worthwhile; you must have missed the period where people were using armies of pathfinders and assault engineers and literally anything but riflemen. Somehow adding 3 range to their close range bracket made them OP in your eyes I guess.
IRHT has always been a problem and it might as well go now. You raging about it doesn't change the fact it's a broken unit and always has been.
Soviet factional balance is a mess and has been for ages too; 7-man conscripts is just the newest addition.
Also the TA rework was basically a buff so I don't know what you're complaining about there. |