Exactly how does the call-ins work? Do you have to tech to last tier and do you actually have to build the building? Do Tigers and Pumas get unlocked on the same tier? Adding this information in the unit description would be very useful.
Taken from the first patch notes:
Tiger/Elefant now require T3 building or BP4. Puma and Command Tank require BP3
Rebalanced BP and building costs, BPs are slightly cheaper and buildings slightly more expensive. Teching manpower cost reduced overall
Pak43 range improved by 5 (80 --> 85), vet3 gives an additional +5 range.
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Recon commander forward observer ability no longer requires rifles to be out of combat. Note that rotating to face a new target counts as moving so the ability tends to turn on and off constantly in combat. May end up removing "not moving" check as well due to this in a later patch. Or alternatively reintroduce not-in-combat but remove "not moving" check.
I think the "in cover" restriction mostly already covers "not moving" in most cases. In very late stages of the games with heavy artillery usage (yellow cover) this can be different but for early and mid game "in cover" and "not moving" seem to be overlapping a lot.
Another thing could be to only keep the "not in combat" restriction which would make the rifleman like a poor man's recon unit as long as they're not in combat.
Bug: Rifles will lose the extended line of sight ability when the entity to which it was bound dies. Reinforcing the squad will not restore the ability. Not sure if that's an issue in the vcoh2 version.
2.11.2014.1
Greyhound base gun damage from 40 to 80, aoe radius reduced to match Stuart 37mm. Greyhound cost from 280/40f to 280/50f.
Greyhound canister shot changed from guaranteed kill on all infantry hit to flat 40-60 damage on infantry in a larger radius. Freely targetable instead of squad targeting. Has 1 accuracy so is penalized against hitting things in cover and in retreat.
I like the changes here, especially that the ability is now skill based like a grenade. However the wind up time seems a bit too high for how the ability works now. |
I've gone back and tested the ability a bit more and it seems the same thing that made grenades a lot more potent is elevating this ability to new heights: units clumping up a lot more due to the new cover.
It's not a guaranteed squad wipe as some would like to suggest but it seems a tad too effective. The unit without the ability is however not on a par with similar scout cars, especially considering its cost. Therefore reducing the effectiveness of the ability or increasing the cost for it would just render the unit redundant (I've read your post and just took the point you made and used redactio ad adsurdum to try to illuminate how absurd it is to put it almost on the same level as strafe, propaganda, 1.6... demo charges).
The best way I can think of to fix it would be to give the m8's main gun a bit more damage (to be able to challenge other light and medium vehicles) and to make the canister shot not track the target so that it can be dodged by moving but has the same effect as a nade if one does not. It will require some testing if the angle needs to be increased because it's getting to easy to avoid. |
Differences to the standard paras:
- no healing at vet2 (bug/unintended)
- no purchasable weapon upgrades
- no demo charge
- light at mine
- come with random weapons (chance of getting one particular load-out according to Cruzz: 50% bazookas, 25% thompsons, 25% 1919)
- have 3 instead of 4 thompsons, do not get the concentrated fire ability normal paras gain with the thompson upgrade, they have an additional 2 weapon slots to pick up other weapons which will replace 2 of the 3 carbines
- get 1 1919 instead of 2, don't get the suppression ability (Yossarian is correct they actually do get the ability, it seems only the thompson squad doesn't get the same ability), don't know if they get any weapon slots to pick other weapons up
- get 2 bazookas, cannot pick up any additional weapons
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If we take this point seriously following that line of logic almost any grenade in the game should be 150 munitions.
The unit comes at 3 cps for a faction that does not accumulate vet quite as fast as the vanilla factions (no xp for buildings), costs 40 fuel and comes significantly later than the m20. If you can handle an m20 with a pak and scout car or a teller or just a faust and a pak then you have all the tools to deal with a m8. |
Not quite, in the past with luck Pak 40 could take down a tank almost by himself. Not the case anymore. It misses to much, ROF is quite bad. Can't do anything if not supported.
Please find the section of the change log regarding the changes of the Pak 40 bellow:
Pak 40
We felt that the Pak 40 was over performing. It provided the Wehrmacht with too much flexibility in terms of when and what anti-armor they choose to field. It also greatly marginalized light vehicles, in many cases taking out a T70 or Stuart faster than the opposing player could react to the first shot fired. The increased reload rate not only reduces the effective DPS of this AT gun, it opens up the use of light vehicles. Light vehicles can now be fielded to apply greater mid-game pressure, increasing the risk of delaying armor as Wehrmacht. As a result, this should encourage the Wehrmacht to diversify their strategies thereby relying less on their heavier units.
Reload time from 2.7-3.1 to 3.5-4.1
Accuracy was unaffected by the patch, ergo, the Pak 40 will hit as reliably as it did before.
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Wow. The game, the balance, the maps, it all must be perfect, if this is what we have to worry about now  |
It's not hard to avoid at all. Just reverse out of the area of effect.
First there is the smoke indicating something is coming then the first pass, which will not kill any medium tank. This should be more than enough time to realise that one needs to reposition the unit.
If one chooses to stay that's the result of one's risk-reward assessment which might turn out to be wrong.
It is a strong air support ability nontheless. |
So the game does award you even less for vetting your units!?!?!
Did, it did reward it less. The bug is fixed now and more importantly note that no one even noticed it up until PQ disclosed it.
How about units reinforced via Merge? If a vet 0 conscript is merged into a vet 3 Guards squad, do those models gain the modifier bonuses?
They will gain the vet bonuses but will retain their health and armour, as far as I know. |
Nicely written guide. One mistake though:
Drops two Airborne Squads with randomized weapons and an AT gun with attached crew.
The at gun comes without the crew. Furthermore the paras are different from the paras you get with the airborne commander:
a) they do not get demos
b) vet is different (no healing at vet 2)
c) they get the light at mine |