As a person who recently tried out Wehr again after a long time, uhm, yeah, I'd say that a buff to late game wouldn't be bad, as well as the Tiger.
Other than that, a buff to Wehr infantry survivability in the form of a 5th memeber to the Grenadier squad at the very least if not for a 5th member to the Panzergrenadiers and Pioneer squad as well would also be welcome as atm until Grens get their MG42 they're righting both superior numbers and superior firepower, couple that with their high ammo consumption and you have a pretty weak unit and Army as a whole.
I'm actually concerned about a 5 man panzergrenadier squad, you know, with their panzerschrecks and all. I mean I'm all for a 5 man grens and pios, but 5 man pzgren blobs might be a problem.
stop trying give grenadier a fifth man
first of all this is getting dangerously close to homogenizing the different factions. four men squad is part of the wehr's identity
allies are overpowered atm, but the solution isn't to buff the wehr. This is how powercreep happens.
and frankly, a USF dual m1919a6 vet3 blob is still going to roll over a five men grenadier. |
stop trying give grenadier a fifth man
first of all this is getting dangerously close to homogenizing the different factions. four men squad is part of the wehr's identity
USF is overpowered atm, but the solution isn't to buff the wehr. This is how powercreep happens.
and frankly, a USF dual m1919a6 vet3 blob is still going to roll over a five men grenadier. |
They also cant choose to have double bars and don't haave to give up picking up weapons. So grens don't have another choice to compete with. Rifles garand also aren't all that great long range like that. Rifles always have more potential then other mainlines, that's how they work. Saying choose this option and you'll be as good as grens, isn't really an enticing option when the other option is better.
in terms of long range, a single m1919a6 is roughly equal or slightly superior to double bar. This mean that a m1919a6 doesn't have to dive as hard to justify the price, unlike the bar.
It's a choice between a specialist upgrade that is just good enough or generalist upgrade that give some unneeded boost.
Assuming the m1919a6 get a price decrease to 60 mu and the bar a price decrease to 45 mu, the m1919a6 is the more economical choice that will still give your rifleman the need increase in firepower.
a single m1919a6 will beat a lmg42 grenadier as well.
and I consider the wehr faction the gold standard in terms of firepower. Their units are fragile but they punch above their weight. Grenadier shouldn't get a fifth man because they get access to lmg42 that give a lot of firepower.
Units like the rifleman or tommies are more durable than the grenadiers, but their firepower is still capped at around the grenadier's level. |
It costs 70 muni.
And my point isn't about the stats. It's that players aren't going to limit themselves to 1 mediocre upgrade, forgoing the ability to get double bars, zooks, or picking things up from the ground. Especially since they have to wait til 3cp in the first place. If it's going to take up 2 slots it should atleast be better then a single 60 muni upgrade.
my bad keep thinking that it's 60 munition.
and one m1919a6 is hardly "mediocre". the wehr grenadier manage fine with just 1 lmg42.
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17 pounder get outrange by the jagdtiger. even with lower pop cost, the 17 pounder is still screwed if the okw decided to bring a JT out. |
I'm pretty sure the RA buff came after the bar buff.
Also if the m1919a6 holds two slots. They should also make it more powerful and expensive like a 90 muni upgrade, otherwise most players will probably just ignore it in favor of bars.
the bar buff merely increased its moving accuracy. for 60 munition it's still rather expensive, especially since the far superior m1919a6 cost 60 munition as well. most USF player use either priest or calliope doctrine and spam m1919a6.
and the m1919a6 is nearly identical to the lmg42, which is functionally limited to one per grenadier. |
Which Axis are not given....
-% accuracy rewards the USF mostly... Followed by the UKF....
It gives them the equivalent damage reduction of light cover... while stood in a bloody road. You cannot tell me this is right or balanced. It promotes skilless blob play and is what drives decent players away from the game because honestly? its a fkin joke...
If i was to suggest.... and if it actually happened.... that volks/grens were given 5 man squads 270MP cost, 2 LMG's and at vet 3 -50% received accuracy AND given nades, AND given smoke AND given an officer that can unsuppress them.... These forums would explode in allied fanboy rage...
Yet all im doing is describing Rifle squads lol.
the rifleman were originally given the high RA because their Bar were crap. The grenadier also had better weapon accuracy bonus than the rifleman (40% vs 30%). Unfortunately people ignore the existence of double m1919a6. So what we have now is terminator blob with double m1919a6. Bar is merely decent with the terminator veterancy, but m1919a6 is ridiculous.
remove terminator veterancy
decrease bar cost
limit m1919a6 to one per squad (except paratrooper)
lowered grenadier vet3 accuracy bonus (this is frankly what cause the entire chain of over buff to the rifleman)
oh yeah, nerf the USF mortar as well.
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Short version: No
long version:
I am starting to hate how the high moving accuracy trivialize the importance of shoot and scoot. The sherman's gun stabilizer were primitive and fragile. Most tank crew removed it.
There's a definite power creep as a result of the UKF tanks, but I am oppose to buffing the axis tank to meet them. Some of the gun state on the UKF tank should be nerf.
Lastly, the panther would benefit more with a faster reload speed. Its 50 range is wasted since the panther should be in the front, not sniping from the bank. Even the comet's 50 range is questionable. |
Nobody needs a Nascar that dives into enemy lines to expose its weak rear armor and that is instantly dead when getting snared. Snaring a Panther is incredibly easy as it is designed to go into your territory.
except the panther's speed also allow it to get out of trouble quickly as well. It's faster than most allied tank and can easily keep its strong frontal armor facing toward the enemy.
Personally the panther should get a range nerf in-exchange for faster reload. You want the panther to be in front, not sniping from the back. Even the comet's 50 range is questionable.
Yes, the Panzer IV can take on the Cromwell, but the outcome is dubious at best. That should simply not be the case for a tank that is noticeably cheaper than the Panzer IV, is more mobile, has better accuracy on the move (actually allowing you to perform flanking manoeuvres without permanently shooting into the ground), and then also has the better gun (which also deals deflection damage, similar to the PIAT).
That wouldn't even be the biggest problem, if British teching wasn't so cheap and fast in comparison, that a Cromwell will certainly come out earlier if both players have a roughly similar fuel income up until that point. Something here doesn't make any sense, and it is certainly not the Panzer IV being too good.
The Comet/Panther match-up isn't quite as drastic. Yes, the Panther has slightly better acceleration (but lower max speed), costs a tiny bit less, has more frontal (but lower rear) armour, more penetration. But in come those small details. The Cromwell reloads a whole second faster, has deflection damage (which means it can deal out damage despite bouncing due to its lower penetration), and again the lower movement penalty - which is why the high speed of the Panther often comes to nothing, because shoot and scoot doesn't work.
the cromwell is easy to kill since the size nerf. Most people only bother buying one before spamming comet. The last patch should have nerfed its offensive power instead of survivability.
the firefly is still an overpriced unit even if it's a good unit. The tulip is nasty but expensive and still dodgeable. The firefly need a price buff in exchange for a tulip nerf.
Comet is good, but it's only one piece of the british late game puzzle. I would be more concerned about nerfing the double bren and mortar emplacement first.
and neither the cromwell nor the comet deal deflection damage. |
the USF and UKF mortar make the wehr late game appear weaker than it is.
nerf the USF and UKF mortar first. Once the USF mortar got vet3 it's completely broken as it's got one of the best veterancy bonus in the game. |