Volks have more utility than any core infantry unit in the game. |
i have been saying it for years teller mines rant are not something new (in ur opening post u don't mentions any change to the critical)
Changing it so it heavy crits light vehicles is an idea I'm open to. I simply did not consider that possibility when I made the post. Though if it were to be changed like that I think that it would have to be differentiated so that regular tanks get engine critted, and LVs get heavy critted |
If the one shoot mechanic against LV and LT is unfair lower the damage but make the critical better as the only way for werh to kill it is either pf or bring an at gun (other factions have puma,stuart,t70 and aec)
Congrats, you accidentally agreed with me.
If it gave a heavy vehicle engine crit, and left the LV or LT within an inch of its life, I'd have no problem with it. All I want is for some sort of follow up against the vehicle to be needed. This way it rewards you if someone drives into the mine, but doesn't immediately win you the game in 1v1s and 2v2s. |
On one hand we have superiour Light Tech(Stuart, AEC/Valentine, T-70) with both AT and AI abilities and Sdkfz.222 in OST tech tree, with little to zero ability to hurt anything above infantrymen.
But on the other hand we have superior, but slow to set up and aim AT-gun(best movable AT-gun in game, AFAIK) and superb mines to cover flanks of said AT-gun. I see nothing wrong with that.
L2P
However, S-mines are really cancer, especially in OKW's hands. Fast to place, cheap( You still have to have at least 60 munis in your pockets however), and deadly. Some say "Watch for signs", but they are small and easy to hide in bushes or somewhat similar, if well-placed. I would look at them, not Teller mines.
S mines are fine lol. They work as area denial. and if you do accidentally walk into the field and lose a model or two, you get a mine sweeper to ensure there are no further losses. In addition, they are easily cleared harmlessly by tanks. It's an effective tool that isn't excessively punishing due to its drawbacks.
A OHK ability to cover a dedicated AT gun's flanks against LVs is a bit silly (considering it's a goddamn AT gun). If anything it helps my argument. If you are using it to defend the flanks of an AT gun, and they kill the threat, why even bother building an AT gun? If the mines brought the LV to an inch of its life, then the AT gun in question is more than enough to finish off the crippled vehicle. |
Jesus Christ, tellers are fine. Minesweepers are 30 muni and it isn't difficult to guess where tellers would be placed. When you hit a mine, it's because you got outplayed.
Replace the word "Tellers" with "original Demo-charges", and see if you have any issues with your statement. However, I agree with the statement: "When you hit a mine, it's because you got outplayed" to an extent. Its not like I'm saying that it should be removed entirely. Its not the fact that its an AT mine that I have an issue with. Its the fact that it offers no chance to adapt to your opponents strategy. Is it really too much to bare to not have an instakill ability against units? When a Gren squad walks over a soviet mine or Tommy squad over a Schu mine, you instantly react by getting minesweepers. If your Stuart hits a teller mine, why even bother? you delayed getting tanks to get light vehicles, so you might as well wait until you can have tanks that can survive a teller mine. The Soviets, (and to a lesser extent), British didn't become useless when their demo-charges couldn't easily instawipe squads anymore. |
give wer a LT and then we talk, the max u could do is lowering the damage but changing the critical to immobilized
The Wehrmacht's 222, with a gren or 2 is enough to scare off any light vehicle short of a Valentine or Stuart. Their light vehicle play is hardly lacking. Its not like the Wehrmacht are lacking for AT. Their front line units can deal with light armor easily if it comes too close. Do the Wehrmacht really need an ability to instantly kill a vehicle? Between Paks, Pgrens, and fausts, its not exactly uniquely hard for them to deal with light vehicles. Its one thing to set a trap using mines and AT weapons for a light vehicle in the case, for every other faction. Its another thing entirely, to just set it, forget it, and laugh when it goes off. |
I have played this game for many years, thousands of hours, and as every faction. For the first time, I have decided to make an account here as I feel Teller mines are an ability that isn't too often talked about. I feel as though Teller mines have remained constant, throughout every patch, in being too punishing. Though, now I think it is the last true "cheese" ability. In regards to munition abilities, they are like the original demo-charges and urban defense booby traps: Excessively punishing for relatively little skill. If wiping a squad with 90-100 muni abilities was unfair (it was), than why isn't a 50 munition ability instantly killing a vehicle? Minesweepers are the automatic response people go to, but people forget that Minesweepers are used in response to seeing these abilities, due to mines' relative rarity. Instantly losing a light vehicle offers no chance to adapt, and as a result games tend to instantly swing heavily in the axis players' favor. I would even go as far to say that it tends to be a major reason as to why I don't even bother going light armor when playing an allied faction. I have no problem with the fact that it is a dedicated anti AT ability. I am not blind to its relatively expensive cost. My only issue is the fact that it instantly one shots every single allied light vehicle.
Therefore, I think that its damage should be reduced from 400 to 300. If this were to take place, I believe its cost should be reduced from 50 to 40 munitions. This way, the mine is still punishing, leaving the light vehicles within an inch of their lives, but doesn't immediately negate a play-style. |