+1
Bulldozer sherman is better in urban doctrine anyway because of the wp shells. |
No you are not right. The M1 Garand also has the most effective dps at close range. The middle range is much worse. So, USF officers are not jack of all trades.
Erm... like all weapons are the most effective at close range with the exception of lmgs???
The garand at long range is just as effective as volks k98, but much better at close range compared to it.
Or are you saying that the assault officer squad will ever gonna defeat anything at mid or long range without brens?!? |
Well, i just want to to say, that if balance team decide to clean some mess with bulletins, i am ready to spend day or two to fix icons for bulletins. The more issues like mentioned by Selvy289, the more reasons to have a look on the bulletins.
It would be nice if bulletins affecting multiple units, perhaps from multiple armies, would feature all of their icons.
(tho I can see this becoming messy with for example ostheer/soviet infantry bulletins also affecting assault grenadiers and ostruppen... well maybe grenadier + conscript are enough) |
All USF officers sprint out of combat at vet 3, which is huge plus for them imo. Also the UKF officer is limited to close combat mostly, while the USF ones are more of a jack of all trades in terms of range. The Major has a cheap but powerful arty call and the Captain's on me resets suppression to zero, the Assault officer's ability doesn't do that. |
I don't want to give medikit drop to the M3A1, cuz it would be a core gameplay change to the soviets. I mean one of the key weaknesses of the faction is that it lacks field healing (apart from that 3 doctrines), but has the largest squad numbers. It's the same as why ostheer is not getting a non-doctrinal forward retreat point (at least one doctrinal would be nice tho...), it would be a core change to them. On the other hand they have a large abundance of field healing and reinforcement posibilites.
Also, I don't want to give map hack to the M3A1 either, cuz like every second soviet vehicle has the tracking ability, it wouldn't be that unique.
Point capturing wouldn't be a big deal either, t70 and t34 can do that too.
Infantry suppression sounds meh too, the quad does that perfectly.
That's why I thought about button vehicle ability for example, a soft snaring ability that unlike ramming doesn't require the vehicle to be (most likely) sacrificed in the process. |
The bottun would probably be too strong esp with ptrs penals in the same tier. Needs to be thuroughly tested.
Yes, needs some testing, I thought since the vehicle would need to face the target for the ability to take effect it wouldn't work while driving by, thus at penals would be less dangerous in this situation.
But any other ability can be considered, I just picked button vehicle, cuz it's not a game changer for soviets, but enough to make the scout car useful in the late game. For example medical supply drops would be definitely a major hit for them. |
Aka the clown car, a great tool (combined with flamer engineers) to get some early game kills, especially on a garrisoned mg squads. But then it pretty much becomes obsolete, I mean one may still attempt to pull off some crazy stunts, like rushing in with at penals to satchel a vehicle, but we don't have many examples of that.
Looking at the other light vehicles all of them have some late game value, like the kübel can map hack, 221 can generate income, 250 ht can reinforce, 222 can AA and map hack, vickers UC can suppress, M20 can lay mines, WC51 can mark target and call in arty, US M3 can reinforce and heal, UK M3 can reinforce and drop guns, etc.
And even if the M3A1 had some good late game ability, possibly locked behind vet, it would be difficult to get there, as it struggles to gain experience by itself. Many of the aforementioned light vehicles would have difficulties too to get veterancy, typically the mg halftracks, but they all get shared vet for their support role. Same should applied to the M3A1 (just as to the EFA engineers; in fact these 3 units are perhaps the only ones in the game that are more about supporting with poor combat abilities, yet don't receive shared vet for it).
So, my proposal: slightly increase vet requirements and add shared veterancy to the M3A1. At vet2 give it an ability, for example button vehicle (same as guards, soft snaring), so that there is a point in keeping it alive for late game. |
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Then it is a good time to remind everyone that storms were never intended to have G43, they got it exclusively because community REEEEE despite devs trying to explain at the time that there would be no benefit to G43 storms.
I mainly see G43 storms as alternative panzergrens with smoke and flame instead of nuke nade.
At least old G43 storms could also upgrade with panzerschreck, albeit at a massive total muni price. |
Are you aware of their abilities and what they do?
Tactical advance OR first strike.
You can't have both.
And yes, all TAs seem to do the same, massive DPS boost at the cost of mobility and rec acc.
Yes, I guessed they lack it due to tactical advance being there as well. (Tho I kinda remember old stg stormtroopers having both, need confirmation.)
This however leaves G43 storms with no direct dps boost option. |