I think this mortar needs more rate of fire and more range. Damage can be as normal mortars. It is after all a doctrinal unit.
Or more range and slightly less ROF than a normal mortar.
Remember OST have counter barrage so shouldn't be a problem IMO |
I'm giving it the due it deserves is what I'm doing if you arnt getting worth out if it it's because you are using it wrong. You don't rely on the auto attack, it's a bonus. The barrage is where the 120mm shines because the barrage is fairly accurate and the AOE is wide. You turn the area it's targeting into an area the enemy will take damage it's a force multiplier not solo game winner. And if you think a no tech super mortar for 270mp with penal meta WON'T be broken as hell I'd like you to PM my your drug dealer because if like to experience not living in reality for a little bit.... The 120mm is worth FAR more than 30mp more than a regular mortar. Compare it to what it's to replace not something from a different army.
Why? Why shouldn't we compare with units from other armies? This game is based on asymmetrical balance. If penals are there. Doesn't okw have have t0 raketan and automatic rifle soldiers in the start? I mean who has t0 At guns? I'm just giving an example here. Hope u get the point. |
osther half truck reinforces has mg and upgrade this would just reinforce no moving infantry, healing or upgrade, + it would have a recon like ability with cd , 15 fu seems ok to me
This would make this unit a Frontline reinforcing machine. Too OP in my opinion. Also it will provide Frontline Intel with infrared which will cause more and more players to build this. |
Calliope and kind of the landmattress
Landmattres is meh. 4 men squad dies quickly. I forgot how much calliope costs? Been a while |
nah just rework the unit , timed use for recon like vision and can reinforce, increase the price to 15 fuel and 240 mp , now u have something like the skdf 251 with the doc upgrade
All rocket artillery have 160 health. Why does this halftrack have double the health?
Reinforce ability, eh? Okw already have an option for forward base building. Okw does not need any more buffs. I would argue halftrack healing provided to ostheer too but that's off topic for now |
It needs a rework too. 200mp and 5 fuel for passive maphax is a bit much. It was a bit much when the 300-something mp 70 fuel doctrinal valentine could do it, so why does the halftrack still have it.
Yes if the IR mechanism is bugged this doesn't mean we can't make changes to the unit itself. |
Please vote yes or no. Time to fix this unit.
Stats from coh2db.com
Sdkfz_251_20_ir_searchlight_halftrack_squad_mp
halftrack_sdkfz_251_20_ir_searchlight_mp
Target size: 20
Sight: 35
Speed: 6
Accel: 3.8
Rotate: 40
Armor: 11/5.5
Health: 320
Total pop: 5
Now please compare with USF utility car. Couldn't find stats of ambulance.
These may be outdated but if so, someone can correct me so i can edit them
m20_utility_car_squad_mp
m20_utility_car_mp
Target size: 16
Sight: 50
Speed: 7.8
Accel: 3.5
Rotate: 40
Armor: 11/5.5
Health: 240
Total pop: 4 |
Please vote yes or no. Time to fix this unit.
Stats from coh2db.com
Sdkfz_251_20_ir_searchlight_halftrack_squad_mp
halftrack_sdkfz_251_20_ir_searchlight_mp
Target size: 20
Sight: 35
Speed: 6
Accel: 3.8
Rotate: 40
Armor: 11/5.5
Health: 320
Total pop: 5 |
Getting shots in at max range requires a lot of spotting and direct LOS, this is hard to achieve, especially if you want to chase the enemy medium tank. If the allied player can pull this off, he deserves to do the damage. It's only easy to get long range hits in if the enemy is using their medium tanks as frontal assault break through tanks and their understanding of flanking is 'rush at enemy and try to blitz behind them'.
Honestly I think TDs are fine as they are. Only the JP4 feels too weak with penetration compared to other TDs. I would like to see it get a bit more punch in return for a nerf to the bullshit phase shields it gets that make the tank literally invulnerable if you hold fire.
Jdpz4 has a camouflage ability. Since when does any allies tank have a camouflage ability? Apart from tank hunters.
In my opinion it is fine as it is. We must also keep in mind the other tanks in axis roster. |
My idea to change allied TDs were to make them less effective against mediums by nerfing the accuracy of the TDs at max range so that they miss around 30% of their shots vs a medium at max range. This is basically giving axis meds a smaller target size against allied TDs without actually reducing the size of axis meds which would affect other allied at units. Maybe to differentiate more clearly, increase the target size of all heavies so there is a greater difference between meds and heavies. So now to counter allied TDs axis can spam mediums and instead of allies just brainlessly spamming TDs in team games as the one-size-fits-all solution to counter all armor, they need to actually check their enemy's armor composition: ie. medium spam requires your own mediums + at guns, heavies will require TDs.
And how so you expect soviets to counter axis armor spam.? With fricking t34s? This even sounds ridiculous as a t34 can't even pen a pz4 reliably let alone a panther. Has no smoke or blitz ability.
If you want this then axis armor is in need of a nerf so mediums stand a chance. |