Well 120mm mortar may want to have words with you. Just got my grens reduced to 1hp by the mortar while vaulting the fence. Guess what ? They got sniped one by one on the retreat. Was painful to watch...
A lovely ancedote where the rng mortar round managed to land a direct hit and DID NOT KILL THE SQUAD.
And it's all on you if your retreat path isn't clear. |
Because they are a 4man core infantry that blows up with a single mortar in EVERY. SINGLE. GAME.
A SINGLE MORTAR
CAN
NOT
KILL
A
SQUAD
MOVE YOUR FUCKING UNITS |
Damage reduction for Grens
Are you fucking kidding me? Are grenades just supposed to be fucking worthless versus grens now?
Jesus Christ, reduce their reinforcememt time and cost at vet 3 if you want, but this damage reduction nonsense, especially after we literally just got done removing it from Rangers, and right after all the indirect fire nerfs to USF and Soviets.
Why would anyone think this is a good idea? I mean, its a four man squad nondoc, sure. It's also 240mp. |
I suggested a Veteran Sergeant upgrade for Rifle Company in a previous thread.
Short version of it is:
1 extra man with an M1 Carbine and a different model ( use Lieutenant model or rifleman model with the radio from the Pathfinder added)
Costs 60 munitions
Takes up 1 weapon slot
Adds a reduced recurved accuracy modifier
Grants the sprint and flare ability to the squad ( cannot be used without the Veteran Sergeant upgrade)
Basically it bundles the Rifleman sprint and flares ability into one spot and gives Riflemen in Rifle Company a unique upgrade that favors mobile and aggressive play by giving added durability to the squad, but prevents you from adding two BARs on the squad. You get better durability but less firepower than a regular double BAR squad.
I originally disliked this idea, particularly since it locks half the doctrine (and already rather expensive abilities for USF) behind a 60 muni upgrade, but it is far superior to the "x weapon upgrade" concept found otherwise.
Though I should say a retexture of the ranger model would probably work best for what you are going for, as it is closest to the rifleman model. |
Just make Falls a 5-man squad with 3 Volks k98s and two FG-42. Same RA. Reduce the reinforce cost to 30/33. Boom. 300/330MP airborne deployable infantry squad with all their abilities and camo but no quad BARs BS.
Falls become one of the least squishy squads in the game and keep concentrated DPS and their ambush camo, abilities etc, but aren't terminators designed to replace obers and kill everything on the map. Everyone wins. No further upgrades besides maybe a 60muni 40muni(?) triple volks MP-40 upgrade (definitely not stormtrooper MP-40s). Said upgrade would however prevent picking up BARs and LMGs and whatnot.
Anyone who thinks such a 5-man camo squad with 0.85 0.83 base RA, a snare, frag grenade, smoke grenade, and two free BARs would be useless is also either kidding themselves or just wants Falls to be better Obers or something.
EDIT: I think Falls reinforcement time should also be reduced a bit, or at least that it should be during the ability which allows them to reinforce anywhere on the field. Presently that bonus ability really doesn't benefit them that much considering how slow to reinforce they are.
Just do this for Falls. |
Or just use Volks with MP-40s from firestorm doctrine.
There's a good reason body armor was rare in WW2, and it's because it was only ever effective versus shrapnel or ricochets. The SN-42 worn by soviet assault engineers (portrayed ingame as shock troopers) and several models of mostly ineffectual Japanese body armors are the only ones that ever come to mind, and for the most part these were only, again, for protection versus shrapnel, and most indirect fire ingame has already been nerfed to the point that their high explosive shells use marshmellows for that purpose. |
This looks like a great idea, it pretty much solves all of their problems including their identity crisis with Obers. My only change would be the price of the MP40 upgrade, 3 MP40s is not worth 60 munitions, especially considering the assault package for Volks which comes with 5 MP40s and a smoke grenade only costs 45 munitions. 40 Munitions is a much more fair price.
Also, just how different are Volks, Stormtropper, and also assault grenadier MP40s? Maybe they would need their own stats.
For a time I thought Volks use the assgren MP-40 but honestly don't remember. I'll check attribute editor in a minute and edit this post with my findings.
EDIT: It is indeed an assgren MP-40, so presently a very capable close-range weapon. 40muni sounds good and I probably wouldn't go much lower considering the camo and RA they have, especially if this were to be a 300MP squad. At 330MP it becomes somewhat more debatable.
|
Rear Echelon are fine as is and shouldn't really be the kind of unit that gets spammed or otherwise built in huge numbers anyway.
Suggestion is bad.
If anything wants to be changed for the sake of variety then...
I'm on the idea that Axis bunkers and fighting pits should be cheaper and the cost be moved more towards the upgrades. Then you might have RET inside them, using Volley fire and using those lob nades.
I'd be more inclined to support this if ostheer bunkers weren't so tough to kill. The price for fighting pits isn't even really that bad right now, imo, but since they limit practical dps by the squad inside and can be easily destroyed by simple small arms fire, they only really see use as a HMG position. It's usually a waste of MP otherwise. |
The late game manpower problems are related to the badly designed tech tree and poor quality and preformance of Riflemen. Riflemen cannot 1v1 any OKW unit between Strums and Volks and you have no support units until teching to CPT or LT so you have to spam and blob them which kills your manpower and available pop. It's really a crap situation and OKW gets to walk all over you at the start of the game then murder you with superior units late game they were able to buy from their map control.
I think the riflemen short range dps buff combined with the (admittedly miniscule) volks price nerf will solidify a slight 1v1 edge for riflemen versus OKW, but in general I just think you have to tech nades if you want to deal with OKW blobbing without sacrificing map control completely. Tried it once and killed a fuckton of volks with nades, though I admittedly lost that match. |
devils advocate.
maybe stop camping in your spot and play aggresive, so okw and his friends can´t setup his camp too?
Funny how this is exactly what I used to say about the pack howitzer. Maybe all the Pack Howie really needed for balancing was 5 fuel added to the price? |