Skirts are fine, and were fine, they weren't ever a problem and I don't think they are now.
But the build time double nerf I agree is doubly oppressive and the .50 cal mounted on the M20 could use a very slight base penetration buff (talking even just +1 at all ranges) or a better vet 3 penetration bonus. Unit would be fine with just that. |
Revert the build time nerf and either raise base penetration or change the vet 3 penetration bonus to something actually consequential. It adds a grand total of 1.5 penetration at minimum range and .5 at maximum for a total of 4.5 and 1.5 respectively. I have talked about the vet 3 penetration being basically worthless for a long time and have no idea why it hasn't been changed to an additive bonus at the very least (maybe make it a flat +2 penetration bonus for a total of 5/4/3 instead of 4.5/3/1.5)
Otherwise it's fine. It's really not a bad unit combat-wise, and its' USF's best tool against Ostheer snipers. |
The purpose was to make MTs more viable in general, to the (slight) detriment of anti-armor capability versus MTs. |
Please just reduce the barrage recharge time.
It comes from a time when the barrage was free; there's no reason why it needs to be so high now, 3x higher than the ZIS-3. |
Sandbags being hard to assault frontally is WAD. Literally the whole point of their existence.
It's one of the last mechanisms in the game against mindless A-move tactics and so I don't know why everyone wants to get rid of it so badly. And why wouldn't it be placeable on a strategic point in the map? That's the entire point of fortification...
If anything it should be more resilient to small arms fire(or at least natural green cover should last longer), given how quickly MGs seem to shred through them.
Buy yourself an indirect fire weapon like a mortar or something if you struggle so much against it. That's the whole reason why they exist in the first place and part of the reason why they suck so much ass now is because positioning is increasingly less and less important in the face of raw DPS and out of cover durability. Instead, it is almost always better almost every single time to just buy another infantry squad or something instead of a mortar.
If anything, the incredible efficiency of AT guns (particularly the USF one, but also the Raketen) versus light vehicles is the main thing making countering entrenchment so difficult mid-game IMO.
Seriously, why does everyone want to nerf cover so badly? |
Someone forward this poll to relic, please |
Axis shorter cooldown recharge is a total non-issue.
If we are going to talk about snare inconsistency, it's stuff like the UKF sapper HEAT grenade that needs looking at:
...both rifle grenades have a wind up time of 0.75 seconds. I'm also probably correct in thinking the ready aim time of 2 seconds and the aim time of 0.125 seconds are included. In any case they have the same times involved pre-firing. These times seem about right to me and cement them as the slowest snares.
For reference, ostheer panzerfaust has 0.125 in both aim times (no post firing aim time) and a wind up of 1.53 seconds (and 1.2 wind down). I assume the OKW panzerfaust is the same but it wouldn't be too surprising if it was different (there are a number of other differences between them that I remember.) Conscript AT nade has the same aim values and a 0.125 wind up time (0.75 wind down) giving it the fastest reaction. Curiously the british HEAT grenade has much higher aim times and wind up / down times. (1-0.5s aim times, 0.25 wind up, 0.75 wind down) Penal AT charge has the same 0.125 aim times but a longer wind up of 0.75 (same as wind down)
There are actually some pretty big differences between the two rifle nade snares that I'm also not sure are actually active or relevant. For example, the PF rifle nade has a much smaller tracking cone (2 to 15) and the riflemen rifle nade has a very long post firing aim time (1.5 to 0.25)
No reason at all why they should have a much higher aim time than every other at grenade in the game. |
Vet 0 Spearhead would probably be about as much as I'd do for the unit. Maybe a slight turret rotation and mobility increase at vet 1. |
M5 is bullet proof and the M3 isn't though correct? (are you talking usf/ukf HT or m3a1?) either way shocks in a HT rolling around too soon would not be a good move for balance.
M5 has very high armor for a light vehicle (28.5/20), but it isn't bulletproof. That would require armor of around 35 (like Ostheer bunker or M8 Greyhound).
This being said, if M5 comes earlier it could have armor reduced so infantry fire does more damage. It is already very vulnerable to any sort of AT weapon (though this is true for any light vehicle). MG42 with incendiary rounds will also make short work of it. |
Has anyone considered just giving partisans bolt-action rifles and overloading them with utility? Stealth and ambush at vet 0, flare traps, mines. 100% RA, and maybe 13 damage rifles with middling accuracy, but utilizing a unique 25% damage (bringing them back up to around 16) and high accuracy buff from ambush to make them a good alpha strike unit. Possibly even grant a unique RA bonus from ambush.
Could then have them upgrade into either AT (a possibly unique shrek profile) or SMG (with the original low damage of Partisan SMGs). The unit would still gain the unique ambush stats of additional damage as well as accuracy, granting what would perhaps normally be an underwhelming variant of the Shrek or PPSh used by the Partisans far superior qualities for a short period of time, at a pretty good base unit cost.
Ambush stats could even be increased with veterancy, perhaps even the duration of the ambush, instead of base combat stats.
The player would be encouraged to retreat Partisan units after pulling off the ambush since unit would still have current high reinforcement cost and base combat effectiveness outside of ambush is subpar. |