I would just like assault guards to have 0.97 RA like every other guards unit, instead of current 100% RA. Especially as a (mostly) CQC unit, they're really vulnerable and their veterancy kind of sucks too. Especially the vet 1 trip flare mine lmao.
Should have a grenade recharge time buff at vet 1, maybe, or a RA buff. |
Just remove Scott's tactical smoke. Done. No other changes necessary. The fact it got its autofire ROF nerfed so significantly and Grens get to shrug off explosive damage at vet 3 really shouldn't leave it such a pressing problem anyway. |
Thompson SMG Assault Guards! And they keep the halftrack! Awesome. |
Can we get new bulletins for RE? I was thinking veteran rate increase or rate of fire.
They haven't even fixed the one with an incorrect value that makes RE rate of fire worse, so I don't think we're getting any new ones. |
Why not replace the mortar with Assault Engineers for USF to better combat against CQC units early game.
It would be a fix I would say to some of its early game problems.
None really uses a mortar early do they, unless its team games but I think Assault Engineers would have a better impact.
Because there's no other way to get free smoke until T4, and nobody wants to tech grenades for smoke nades and frags when it delays weapon racks and officers/vehicles. Likewise the smoke and regular grenades themselves delay BARs signifigantly.
End result is mortars still get used quite a bit versus ostheer, since it's the only way to remove a MG42 in a house for most of the game. |
You can major arty it sometimes if you get him close enough (more a 1s and 2s thing). IIRC vet2 major (cuz his barrage gets more shells at vet2) wil kill it in one go for only 60 muni if you can get close enough to call it.
Major arty doesn't kill Lefh reliably, and like you said, you've got to get him close in order to use it. I would agree its definitely more cost effective versus them than the 250 munition dice roll orbital strikes though. |
i guess it means what u want, cause i can't compare with other main lines cause "they are doctrinal" this argument is not used with othr doc inf but whatever, but can't compare to volks cause "volks are opopi !1!!11!112"
can i ask u what should i compare to ?
I dont know of any unit directly comparable. Maybe recon support paratroopers since they also come with basically nothing (though they are better than RM overall) and branch out to hard AI/AT roles via techless upgrades. The problem is they're also CP3 and 360mp 80mun, and their upgrades are 120mun, 100mun respectively.
What do you want this unit to be? It has already been established they become better than volks overall, as designed. You seem to want them to be better from the start or much cheaper, but I would assume you can see how this could itself be a problem given the existing potency of their upgrades once purchased.
I've already offered some changes that make them more effective in their sweet spot and less effective elsewhere. But even I still wonder if that might be a bit much in the end. |
The time delay means this ability rarely hits any units. I've tried it against arty a couple of times and the best result was decrewing the weapon once. I've had it used against me several times. If I only have a couple of units in the circle I sometimes just ignore it if I need a territory in the circle because the likelihood that it hits anything is really small if you just have a few units. It is good against OKW if they do their version of Sim City and stack all their trucks in a small area.
I haven't played any 1v1's recently but the Armor Doctrine as a whole isn't very good in 3's or 4's. There usually isn't a lot of medium or light armor by the time the M10 hits the field and it is terrible against late game armor. Assault engineers are okay against Sturms but, like Sturms, they don't scale well into late game.
It would be a lot better if they made even just one shell hit where intended, even if they took out several shells.
Ive seen it used by better players than I to good effect in 1v1s, since the shells can make short work of armor with a lucky hit, but it all comes down to RNGesus.
Personally I don't think it should be changed much though; risk is too high it'd somehow get nerfed overall in the process of making it more 'consistent', and its an expensive enough ability that functions more as a high stakes dice roll than a dedicated damage dealer. |
Dude, nobody even understands what you're trying to say anymore.
People tell you not to compare as much with other faction mainlines because they aren't an option for the OKW player to build, and tell you not to compare their supposed underperformance with Volks because everyome and their mother agrees Volks are an overperforming unit.
You can still compare stats and roles, sure, it just doesn't mean what you want it to. Instead, most of the focus people have been trying to demonstrate to you is on how Pfussies become a more effective unit than Volks in the long run in either the AT or AI role through upgrades and vet. This is and has been the designed tradeoff since their change; inferior performance to volks, particularly considering their greater price, is a given, even without the Volks balance issues.
The alternatives I can see are solidifying Pfussie capability at long range and nerfing short, or, aye, increasing damage further through Gren rifles but also increasing price and probably delaying their production, maybe through tech. Putting them in the battlegroup HQ is also a thought. |
I'd raise their rifle damage to 12, nerf their near accuracy and cooldown, and then call it a day. The game treats them as light infantry, which isn't really historically accurate at all, but all the more reason not to give them sandbags.
I'd wonder about making them start at 6-man and lowering their reinforce a bit, but as it is now their upgrades are too good for that; 6-man shrek squad sounds nasty. I'd wonder about giving them more G43s for the upgrade but only if the BS G43 move accuracy gets thrown out. |