Either reduce the speed at which they drop, or reduce the area. |
To replace the IR HT i'd suggest the 250/10 half-track armed with a 37mm PaK36. Only the hard part will be that we need a new unit model with the baby AT gun in it.
The HT from game files has no model inside the 250, no firing animation or shell. It’s incomplete and not suitable for the live game. |
Alternatively the whole thing could be revamped. IR STGs could lose their cover ignore modifier and be available for Volks and Obers, then the IR HT could lose the map hack and just get a cone of area of effect, where it allows iR STGs to hit enemies within that cone with higher accuracy. |
If you think Riflemen are bad, wait until you meet an LMG Paratrooper blob. |
Move ISG to t0, pupchen to t1, give isg a small AT direct fire mode, adjust price. Move Mg34 to t1, also implement a IRHT rework as a doctrinal infantry support tool.
Remove volks sandbags and flamenade and make pfaust available with the first truck
Okw earlygame fixed and now t1 is worth.
No thanks, I’d rather build a T0 raketen than chase around UCs and Scout Cars. |
And you want to put that unit into a tier that has ISG?
I’d like the ISG reworked a bit, I don’t think it’s in the best spot rn.
Tbh okw tech needs some refining, it’s a bit confused atm. |
If they’re gonna move the IR HT to overwatch or remove it, the best replacement in the BQHQ would be the 250/7 mortar halftruck. It would fill a huge hole in the okw roster. |
It'd be a very different style of play. Heavies would be utterly brutal from the front, but could be killed by one medium if it gets behind them.
Not what I had in mind, more like same health as now but more armour since time to kill would stay approx the same with deflection damage.
Rear shots shouldn’t be changed because of how easy it is to land one by accident. Even shifting a bit to the side can expose rear armour. |
The penetration system breaks down above medium tanks.
It works well below medium tanks because the swing in penetration between tiers is so big: a Stuart's all but impervious to a 222 at range, small arms barely scratch the 222. Armour is actual, proper protection.
With mediums up, bad penetration chances are 60%, 70%, that sort of thing. Armour becomes a pretty unreliable defence: your Pershing might bounce for days or it might evaporate in moments. As the vehicle's player you have to plan for the worst case scenario and vice versa for the opponent, so you get vehicles that suck for both sides.
Therefore, the balance direction for vehicles over 250 armour continually shifts from armour to health: health is consistent and predictable.
The only alternative system I can think of is to drive armour up instead of down: giving heavy tanks like the Tiger and IS-2 about 900 frontal armour but only 720 HP.
Tank destroyers would almost certainly need switchable rounds or deflection damage in that case.
My vote is on deflection damage. Hopefully more people adopt this stance. |
10% less armor for 20% more health sounds like a good deal to me. It still has the best gun of any heavy.
Is this the direction we’re headed? Removal of armour entirely and 1990 rts style health bars?
Why does armour have to be meaningless, I don’t understand. |