So you regard keeping the 45mm ATG shit as an important priority?
fixing the 45mm is pretty low priority. Yes, the 45mm is crap, but the soviet isn't really in need of a good atg or a 60 meters infantry sniper.
they already have decent mg, mortar, and atg to begin with. I can see buffing the 45mm to a decent pure atg as a boost to special rifle building. Some sort of 57mm lite.
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updated the mod. First post have the accumulative changes but here's what's been recently changed
-UKF-
hammer/anvil cost increased to 240 mp 70 fuel
squad size upgrade cost lowered to 80 mp 15 fuel
Tommies
target size increased to .9
reinforcement time decreased to 5.6 (also affect build time)
Sapper
now have access to white phosphorus grenade once the grenade upgrade is researched
target size increased to .9
(emphasize the importance of purchasing side tech by making it cheaper or stronger. White phosphorus grenade to give the british more option in clearing garrison. More expensive hammer/anvil to match the ost t4)
delay the arrival of british tank, especially the churchil/comet, but make the squad size upgrade cheaper to compensate.
bofor suppression barrage range raise back to 80. (last patch nerfed it pretty hard)
Firefly tulip now disable the gun for 7 second instead of vehicle stun.
(remove the issue of having vehicle stun on a mobile platform. The tulip is now used to mezz powerful target such as King Tiger)
Vicker:
Redid vicker profile, better suppression but lower dps
20.8592| 18.8722 |16.9871| 15.2030| 13.5195| 11.9713| 10.5465| 9.2058| 7.9491| 6.776471
valentine:
command point requirement raised to 9
(delay its arrival per AtomicRockets' suggestion)
comet:
range lowered to 40 meters
cost lowered to 490 mp 175 fuel
now retain access to regular smoke at vet 1
wp smoke range decreased to 30
(comet was a too effective with its range, sight, and white phosphorus shell)
-OST-
tiger:
top speed increased to 5.5
acceleration increased to 1.8
(increase the tiger's speed to differentiate it from the King tiger)
panther:
range decreased to 40 meters
reload time decreased by one second
(faster reload and shorter range to emphasis the panther's role as a tank hunter/brawler)
increased the panzergrenadier mp44's long range dps
15.3553 | 15.3553 | 12.8163 | 10.10420736 | 7.76411 | 5.9189 | 4.2441 | 2.7303
-USF-
sherman moving scatter modifier increased to 2
(make the sherman less deadly against infantry, to emphasis the sherman's role as the USF late game meatshield)
-OKW-
volks:
(changes to its veterancy)
healing moved to vet 4
sight bonus moved to vet1
(giving volks healing at vet 4 was found to be too powerful)
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if the stats say so ok, maybe im simply NEVER LUCKY and thats why my inf keeps getting oneshotted so often by that stupid comet
but yeah, the range on that thing is also pretty retarded.
facking hell
multiple comets firing on grenadier will wipe the grenadier pretty easily.
the extra range make it easier to spam comet because they don't get in each other's way like the 40 range tanks. it also mean the comet can stay away from stug or pak more easily. |
Arguing that a UKF mortar squad would be OP due to UKF's abundant scouting bonuses is to ignore that an extremely durable emplacement with a 115 auto-fire range, requiring no micro, is already a stock feature of the faction.
this entire discussion is because the british emplacement is a problem to begin with. Replacing the mortar emplacement with an ostheer mortar clone would introduce new problem. |
i cant remember the panther to regularly oneshot units like the comet does.
the comet's oneshot capability is severly over stated. Its AOE is the same as the cromwell, and subsequently weaker than the AOE on the panzer 4 and tiger.
what make the comet so amazingly against infantry is the comet's range. A 50 meter gun range combined with the high passive sight of the british faction make the comet an 32 ton sniper. |
"Weaker" counterparts in the Katy and werfer? lol please they all have their drawbacks and perks... You can have almost two of those "weaker" units for one calli which im pretty sure is more firepower than one calli is it not? in addition to those being non doc...
And didnt the calli get a quad nerf before?
This is actually a non issue....just looking for something for nerf. Stuka going down to 12 makes more sense than anything you said tbh
the katyusha have longer range but weaker barrage
the panzerwerfer have suppression, but not much else. the calliope have better range(130 vs 12) and more rockets (18 vs 10).
both the katyusha and panerwerfer also only have 160 hp compared to the calliope's 640. Even the stuka and priest only have 320 hp.
Using the katyusha and panzerwerfer at close range is risky because it's vulnerable to OHK from tanks. Even a t34/76 will quickly kill two panzerwerfer.
You can more safely use the calliope at close range because it has the durability of a tank. |
Not quite, because you pay extra if the officer dies. Not sure if this happens with the other Officers in game. But I would actually prefer a rifle over the officer squad, although I still find the Captains abilities pretty useful.
the officer shouldn't cost 50 mp to reinforce. they used to have super thompson that was nerfed down to normal level. they should take 28 mp like everyone else. |
im not sold. the only issue I have with this is that USF has to carry a lot of dead weight in pop cap from major/ambo/officers. I usually cant field 4 armored units late game without sacrificing a unit or parking the capt with one model in the base on production mode or something of the sort.
True enough you can manipulate pop cap with usf by bailing out of vehicles, but with calliopes you can not, and leaving Jackson crews standing around is risky to try to reinforce your infantry after a battle. I don't think any of the other factions have issues with pop cap unless things have been going very well for you. Personally I generally do not.
I don't disagree that the calliope performs at the level of a priest as opposed to a katyusha, but I do think there is a bit more to consider with pop costs.
major and ambulance both have their uses. they are hardly dead weight.
the LT and Captain are both basically rifleman squad. They should be 7 pop, not 8 pop.
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Wait so every time I capture a German mortar as a Brit I'm actually OP?
being able to build your own is different from spoils of war.
soviet mg42 crew get a 6 men crew, but most people accept it as result of soviet winning the fight. |
The calliope need a higher pop cost. There's no reason why it cost the same 12 pop as the weaker panzerwerfer and katyusha.
For comparison, the Priest cost 16 pop, the LeFH cost 15 pop, and the stuka cost 14 pop.
The calliope is the most durable artillery in the entire game, combined with a devastating alpha strike. It should cost 16 pop at the least. |