70 muni is a pretty obtrusive cost, especially for early USF. It's hardly risk v reward when anything an unupgraded m20 faces, kinda obliterates it. The risk is so high, that the rewards not worth it. |
Seems kinda silly to attach a muni cost to make the m20 usable. It was a bad idea with the 222, and grayhound, and its a bad idea with the m20. I simply propose increasing the m20s cost by 5-10 fuel and 50-100 mp, either upfront and giving it the upgrade at the start, or, like the changes to the bulldozer sherman upgrade, as the cost for the upgrade. |
False on all counts. It is significantly faster than the MG42.
Second, you can't have a six man, fast deploying MG squad on top of good suppression. If you don't like the Maxim, there's always the Dhsk.
The redeployment time being 1-2 seconds slower is negligible once you consider both the wider arc and better suppression. A flanking squad can get a nade off on a freshly repositioned maxim far easier than a freshly repositioned mg42 when it suppresses and pins so quickly. The age old rule still Applies. If a decrewed maxim or Mg42 is on the field, You take the 42. |
The way I see it is this the most unnecessary and frankly unfair side tech to saddle both these factions with. Neither grenade is particularly powerful but it would be nice to have them in a pinch and not have to delay your teching because of it while your opponent basically gets theirs for free. In most games even at high level that I've seen Axis pretty consistently get their armor first and is usually better than what the USF or UKF player can field so why saddle them with this side tech?
because the overall costs associated with the initial teching up for the factions in question are more or less identical. However, The Brits and USF both have more affordable initial teching up than the Wehrmacht due to their teching being more split up. the OKW has their flame nade locked behind a 15 fuel truck, comparable to the soviet's molotov tech. Your idea just results in the unintended consequences of unbalancing the early game in favor of the allies. It would be better to advocate for just directly reducing the cost of the various allied tank buildings. Though I am not sure even that is necessary. |
again pak 38,
It was a little unclear in your post whether your proposed pak38 was able to cloak. If it couldn't any more, I would be fine with it as well. If it could stealth, then my previous arguments apply. Though, this would be probably more appropriately discussed on your OKW rework post. |
certainly yes, but it needs compensational buff(s)
Maybe giving it the tracking ability at vet 1 instead of faster cloaked movement? |
It seems the Raketenwerfer has been kinda gamey for a long time. I propose a change that would make the Rak uncloak if it moves. This would help avoid scenarios where it is viable to send "commando" raketens behind enemy lines to take out Rocket artillery, weakened tanks etc, while at the same time preserving the ambush potential of the Rak. It is also one less ability to toggle on and off constantly to re-position. I also believe this should affect the Soviet's doctrinal stealth ability for AT guns. While I am not sure how the promotions for the Rak should be changed should its stealth ability be changed, I am open to suggestions. |
Can't say for certain, but I think this is true of any special shot. The tank will try to move into range to fire it. If it's already in range, it stops.
The Cromwell's smoke shell is the same.
Its one thing to be firing from the main gun, another thing to be firing from a launcher. A comparable ability is the Valentine smoke barrage, of which can fire without having to stop first |
I may be misunderstanding what you mean, but the Sherman can move while using a smoke barrage. It'll stop when you issue the order, but if you then tell it to move again it won't cancel the barrage.
Thats what I have the issue with. It needs to stop when you give the order. I probably could have worded it better. |
For all intents and purposes, I like the smoke the Sherman get. It is a useful tool offensively, and defensively it requires some micro, so that it isn't simply a get out of jail free card. The only issue I have is that it requires the tank to stop when it is activated. It just seems silly. Literally every other vehicle based smoke ability (At least to the best of my knowledge) doesn't have this issue, so why should the Sherman be different? Its just unnecessary micro added to an ability that already requires it. |