I wasn't talking about the WASP, I was talking about the Vickers upgrade that can deal significant damage to HMG 42s that aren't in garrisons or heavy cover. Usually enough to force a retreat.
I'm (we are) aware that the WASP is currently a bit underwhelming, especially versus HMG 42s in garrisons, and the WASP upgrade is likely to get an armor increase.
What’s the balance team’s view on the Maxim? |
Howitzers spend too much time firing at a single target. Halve their barrage shells and cooldown so they can be more flexible with their targetting. |
Maybe give Section grenades at the game start or make it a 50mp 5 fuel upgrade? It’s a good buff and it doesn’t make them oppressive again. |
I would skip on the first "free" (250mp/35 totally worth for tech that allows you to build one unit only Kappa) squad any day if I would get weapon racks, nades and snares all at once from it instead
Absolutely, although I find vet 3 LT with double BARs to be extremely strong. Officer passive sprint is very strong. |
Yeah the Axis gets all the free stuff. Can’t think of a faction that gets 3 free units, free recon, free artillery and free retreat point for teching. |
I would rather have the 221 back as a soft counter to car and 222 of higher power level.
The 222 has the same gun as the Luchs, so there’s no way they’ll make it a LV counter. |
Since USF struggles a bit with replacing riflemen in the late game, what if Riflemen after Major is purchased could get snares at vet 0? That way the early game is untouched, so no buff there, but later in the game if you have to rebuild a rifle squad it has a snare right away, in line with okw, soviet and ostheer infantry. |
Ostheer’s main weakness is the LV phase. I think some kind of AT package for Pioneers would be a very positive change, something locked out by flamethrowers but not mine sweepers. Perhaps they could carry nerfed (with lower accuracy, pen, damage) panzeshreks or stolen PTRS rifles. |
Man, if only the UC could upgrade with smoke launchers. Relic missed a good opportunity. |
That's not an easy alternative at all.
My main issue is that Maxims need a 6 men crew for the deathloop issue and are therefor very durable, while also being available right at the start of a game (unlike the M2HB and DshK, that can have better stats to compensate for the deathloop instead because they come a lot later), while also having a faster reposition time than the other T0 HMGs, which means it can't have good stock stats because then 2-3 Maxims would quite easily shut OKW down completely on corridor or urban maps (like Red Ball Express or Lienne Forest) right from the start because OKW does not have anything in T0 that could counter it (USF had a T0 mortar added to deal with early HMG 42s for a reason) besides flanking/overwhelming with infantry, which isn't really possible in corridors or against garrisons.
Besides that, there's always the risk of enabling the infamous Maxim spam again, which is something I'm sure everyone would like to avoid.
If the problem is minute 1 availability, just rework the tech tree and require T1 before you go T2. |