I need my elite units to have no counters, and easily replace core infantry with no downsides |
If that's the case I don't see any reason not to normalize them, I'd say in favor of the okw version as a buff to Ost than the other way. Then blitz also has a use aside from escape mode engaged.
Idk, blitz is already good on its own Imo. Rushing down AT guns and TDs is fairly powerful. |
This entire discussion went rogue FAST |
Speaking of zis barrage, it's a bit too good. Pak TWP got nerfed for a reason. Prenerf TWP allowed u to basically secure a kill on any medium with double pak and a single TWP. Zis barrage is just as dangerous as prenerf TWP as it has lethal accuracy/scatter and can usually wipe a full health support weapon crew in 2 shells (only 1 shell needed vs wounded squads.) As well, zis barrage loads basically instantaneously while there is a significant delay for TWP meaning it's nearly impossible for counterplay for zis barrage.
if you let a friggin AT gun move close enough to your MG so that the scatter is low enough to reliably two shot it, that says more about you than the at gun. The Pak does a better job of AT than the Zis, the barrage is the trade off soviets get in this case. I'm sure the Wehrmacht will be fine with their better mg and mortar to pick up the slack of their At gun. |
So OPs point of being able to cancel the zis barrage before it fires bring to mind the idea of the zis gun bug. A bug that applied when you would stop the barrage before it finished, and a lot of times made your AT gun immobile as well as undefeatable. I imagine this change could unintentionally bring more zis gun bugs into play. Obviously that is bad.
The barrage itself I think is very strong. I think the first shell has zero scatter(?) correct me on that if it doesn't, which makes it very reliable against soft targets, specifically weapon teams that AT guns shouldn't be countering in the first place imo. It is extremely unique, so I think it should stay, but I don't think it should have a guaranteed first hit (if it does) against soft targets.
I was unfamiliar with that bug, if changing the barrage is more trouble than it is worth, I suppose well enough will do. Also, I never did claim the barrage was bad, its one of the major reasons why I enjoy going T2 soviets over T1.
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A very crude way to get around that bug, though I imagine if they could get rid of it, they would have. Though at the very least, the standard priest barrage doesn't cost munitions. Howitzers also have the aiming grace period that ,for the most part, would mitigate this issue. |
When going T2 soviets, the closest thing you have to a grenade, arguably better in many cases, is the Zis gun/SU-76's barrage. Simular cost, and role with different pros and cons compared to grenades. All I want is a QOL improvement where if you cancel the barrage before it fires a shot, you aren't charged for it, like canceling a grenade. The cool down should remain if you cancel it. Only because I want to keep gameplay minimally changed. Obviously if other artillary pieces have this quirk they should be changed in a similar way as well, I just can't think of them off the top of my head. |
a 200 muni easily dodged, small AOE, plane off map that directly hits should do some damage. Granted, There's a low margin of error with a engine critted tiger, but it still is possible to survive if you can determine where the plane is coming from in time. Even rammed, on the map border, a rammed Tiger can still recover and move fast enough to avoid most if not all of the bombs. IF you lined up a near full health tiger to get all bombs to directly hit it, or your opponent made it impossible for you to do so, you probably just got out played. |
they were just like telling your enemy to GTFO before something dangerous is coming.
the plane itself is enough I think.
Completely negligible. All non offensive offmaps have green flares, (besides the OKW recon flares but I digress) why should recon be different. The otherside is gonna build AA anyway so you cant see much |
Someone lost a tank while doing crew repair and wanted to change it even if other abilities work in the same way.
Eh, there's a reason why I didnt post in "balance", this is more "It'd be nice if it worked like this" |