by this great logic ths mean that both okw and ost pay more for tech but gte free weapons , for the same stuff
so do we increase other faction tech ?
i mean why they get discount ?
Except people have already explained to you - again, I must emphasize, multiple times - that okw and ost do not actually pay more to tech up in the long run. There was in fact an entire thread made about this. You're seeing imbalances where they do not exist. |
yes kat totally like ?
"round planet was debunked ages ago by lot of people "
"like, cause i literary just did the math and someone else too"
"erh wait a second *furiously ask /b/ for help*"
ha the great conversation of this forum
It's ironic you bring up flat earth arguments when you have been acting exactly like a flat earth theorist confronted with repeated evidence and numbers that go against your own beliefs. Stgs are not side-teched and they never were, literally failing to meet the definition of it. They are about as 'free' as anything else you can get by simply naturally progressing through faction tech structure, unless you are determined to play OKW from T0 only, without ever producing any trucks for the entire match. It's like saying the CPs you get for teching aren't "free" because you had to pay for the tech itself.
People have tried to explain this to you, like the mathematical and physical arguments against flat earth nonsense, and like a flat earther you have simply responded with the same broken English insanity over and over. |
Royal Engineers: HEAT grenade requires the squad to be equipped with at least one AT weapon, whether it be PIAT, Panzerchreck, Bazooka, or AT rifle.
No. Why?
Ostheer Wehrmacht Tiger call in requires 9 command points, Escalate to Battle Phase 3, and either a Heavy Panzer Korps or Support Armor Korps (players must have at least one armor producing structure).
No way. All heavy tanks need to be back at CP 12 full stop.
Penal Battalions flamethrower upgrade returns, but requires Mechanized Armor Kampaneya. The squads have improved deployment flexibility late game as they initially have access to AT rifles anyway. However, the flamethrower upgrade is mutually exclusive from AT rifles.
Ehhh, dunno about this one. Certainly isn't a change that's needed right now. Penals are very solid as is.
British Assault Infantry Sections: gain access to smoke grenades to blind the enemy.
I mean technically they already get one. I do think pyrotechnic tommies should be able to call in smoke barrages though. |
No one outside of 3v3 and 4v4 uses the Battlegroup as forward retreat, unless we're talking about four digit rank match ups.
Yeah, I'm pretty sure I spectated a game last year with you playing USF vs OKW with the OKW player doing exactly that, and I'm pretty sure you're not rank 1000. |
maybe make the reload faster ?
I'm not 100% sure, but I think it gets a 50% reload speed bonus already. |
hey don't u know everyone should use the medic crates for healing only ? thank u for showing ur bias, why not remove at guns for soviet ? i mean there is prts it's another anti tank option , yes u have to pay a lot to sue the satchel and lot of micro but who cares
technically yes as u need trucks to get them
moving > non moving are we really discussing this ? and losing a bghq does not cost only 10 fuel and some man power depending on if u retreat, it cost u 600 mp and 55 fuel to set it up again
1. The argument carmine made was the medics weren't as important with OKW. It's a factual statement, something the medic crates prove, and you're thusly wrong to make it equivalent to the USF Ambulance or soviet medics. I'm sorry if you were too biased to see that.
2. But you needed to get trucks anyway in order to produce anything but your t0 units (not even counting the MG34). It's not a side-tech, that's the whole point, and exactly why Stg44s always arrive before weapon racks...
3. And it's a lot harder to lose a BGHQ than a 160HP Ambulance and 240 combined HP Major squad. Again, part of the point you missed.
I'll let you think that over. If you still think I'm biased for making factual observations it might be best if we don't post about this subject for a while. |
Just to add to this, it's cost would allow for people to use it pretty much whenever they want. Soviets still seem to float the most Muni, even with cons now having an upgrade
If you remove the reload I think it will start to feel like the ability is just default performance with how often people would use it
Could always increase the price. 20-30 mun depending on whether the ability gets buffed or not (beyond being moved to vet 0) |
so is healing not important ?
stg can't be doubled up like bar
and are u saying major is + ambulance is a worse retreat point than fhq ? u know u can move it where u want right ? and it heals in area ?
OKW has other healing options
Stgs also don't require an entirely separate tech purchase just to get them.
BGHQ is a superior FHQ 75% of the time thanks to durability alone. The only time it's conceivably worse is if you're losing badly and getting shelled constantly by something like double pack howitzers or a ml-20. Major+Ambulance FRP is rarely viable outside of team games. |
The MG42 does very, very little actual damage - especially against anything in cover or garrisoned; compare its damage output of that to the .50cal or Vickers, and you'll see that it can't really drain any MP, it just forces retreats (hard or soft). It does suppress incredibly quickly, but that's the only area it's truly exceptional in (AP rounds seem in-line with other MG-AP rounds).
The HMG42 actually has better DPS than the M2HB and comparable DPS to the Vickers HMG. The double damage modifier it gets with AP rounds combined with it's high rof (accuracy matters much less versus vehicle targets) also makes it's AP round ability the highest damage source from a MG in the game versus all targets. This is offset by having to reload.
I don't think the HMG42 is OP, but to say it does little damage (particularly in comparison to other MGs in the game) isn't really accurate, and neither really is it really fitting in my opinion to say the AP rounds are not exceptional, as it can very quickly shred anything short of a light tank, and generally far outclasses the M2HB and the Dshka in overall damage output.
The HMG34 on the other hand actually does really overall pathetic damage and the AP rounds don't really capitalize on it's base stats. And of course all MGs do less damage versus the infantry they suppress, so faster suppression can in a way reduce overall damage output. |
Well that's the point of my post. G43's aren't a good upgrade for stromtroopers, so let's replace them with IR STG's instead.
Why? Stormtroopers already get far more upgrade options than most other units in the game. Why do they deserve access to cover-ignoring unicorn guns when they already have elite camo and access to MP40s with close range dps second, probably, only to shock troops?
The whole idea is to use these guys as ambush troops and CQC fighters - they're not Obersoldaten... |