The LeIG is amazing at field control and defense but ironically kind of crap at actually supporting an assault.
The problem is increasing its AOE is going to make assaulting the gun piece a lot riskier.
Smoke would help a lot in regard to giving the okw an option in attacking, but it should only be given assuming its autofire range got nerfed without an AOE buff. |
The ISG is going to look bad if you're comparing it with the mortar emplacement and the USF GOD mortar.
How about nerfing those super mortar before trying to buff the axis artillery? don't escalate the game into arty fest.
The ISG used to be god when they suppress on hit. It's been an okay unit unit since the last changes.
ISG have a slow rate of fire outside of barrage,
http://stat.coh2.hu/weapon.php?filename=le_ig_18_howitzer_75mm_mp
http://stat.coh2.hu/weapon.php?filename=grw34_81mm_mortar_mp
the Leig have a total reload time of 8.8 seconds
the wehr mortar have a total reload time of 8.3 seconds.
it's a difference of .5 seconds. The Leig only look slow compared to the USF turbo mortar. There's also the matter of Firing arc as well. The Leig have a much faster time to target due to its low firing arc. It's one of the reason why the suppression ability was so powerful. |
Dunno, but what is needed right now is a corrective patch for the mortar. USF mortar version that was in the balance mod wasn't game breaking at all.
even the one in the offical balance mod had better than normal veterancy.
somehow the USF mortar we ended up with turns out to be even more powerful. |
Besides, emplacements are all about playing your game micro-free. Why would you ever waste the time manually-aiming your barrages, when the mortar pit already does that for you for free?
perfect for brewing and enjoying a cup of tea. |
No, I said they HAVE TO BE, not are, HAVE TO BE, SHOULD BE.
That's why I said read carefully.
Again, THEY ARE USELESS on the cons, not so much on the Guards altho as the OP points out, they're pretty underpowerforming on them as well.
Just a little note, the PTRS is not only used by Guards but by Cons from the Tank Hunter tactics commander as well, but buffing it would mean you would also need to buff the German and British equivalents to the same levels so it's fair to everybody SINCE they're basically the same thing, all are mostly firing a .55 cal round.
Fun fact, the Soviet PTRS and PDRS are actually copied from a Finnish weapon, like the PPSh.
And yes I know that the Soviets are the main users of Anti-Tank rifles and that it's their only hand-held AT weapon compared to other Armies but having the British Tank Hunter Section is the Brits' only way of fighting early light vehicles because of the PIAT's inaccuracy while Idk Relic might decide to add a new German squad that uses the German Panzerbusche AT Rifle? For example a Panzerjager squad to the OKW that can upgrade to a single (or double) Shreck(s) that come by default with the AT rifle tho.
And buffing the PTRS entitiy also buffs the Con ones, not just the Guard ones. |
As can any other med of this tier with exception of cromwell.
And that was never an argument for other meds.
med tank mg were pretty awful beside the ones on the panzer4, and now the t34 variants.
the two current mgs on the t34 are almost as good as the three on the panzer4. that's a significant buff.
the .50cal upgrade on the sherman is severely overpriced, and those coaxial and hull mg on the western allies tank are significantly weaker than the soviet and panzer 4 coaxial. |
Isn't really that relevant, because its main cannon can actually hit infantry.
except this mean that the t34/85 can kill infantry reliably with both its main gun and excellent machine gun. It is extremely relevant. |
I wouldn't call them the toughest.
Sure, at vet 0 they are but as the game moves on, armor becomes obsolete.
HMGs have penetration over 1.5 so it's useless against them, useless against mounted HMGs on tanks and in mid-late game it's better to have lowe rec. acc. than armor.
infantry squad small arms still have penetration below 1.5.
and the default mg on the axis tank have 1 penetration. it's the pintle mounted mg that have hmg penetration.
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It's called a separate weapon entity, not game file.
now you're just arguing semantics. It's a separate weapon entity located in a different game file.
and originally you were arguing they are the same entity.
If you cared to read my first comment more carefully you would have already seen that I already mentioned that they have to be the same entity since they're useless on the cons.
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Why are we making Guards better? Shock troops already see minimal play, we don't need to make Guards the 100% better call in.
shock troops with their smoke is still one of the best anti-mg infantry unit in the game.
their 1.5 armor also make the one of the toughest infantry squad in the game. It's got a six men squad with one of the highest defensive modifier in the game.
What Katikof said.
The reason it was too powerful in the first place was removed long time ago, it was 40 dmg on inf and it destroyed team weapons.
Con ptrs went on Relics traditional balance roller-coaster, from top, to the very bottom, because fuck small adjustments, huge revamps FTW, what can go wrong?
I will agree that the conscript PTRS got overnerfed with the separate weapon change and the damage change to the weapon.
At least the conscript PTRS can be changed without changing the Guard PTRS, since the two weapons are separate game file.
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