What about restricting salvage of team weapons specifically to scavenge doctrine? And keep everything else the same
Thought about this too but it could cause a ton of issues to implement and later bug out with the ability.
But then again I just learned that the Brit ability basically works this way... |
How am I over exaggerating? It removes a 320MP unit from the game for free and its guaranteed, like I have shown with the AT gun video for any other faction to do such a thing, it takes a lot of RNG and even more risk.
When someone that is very high rank with all factions agrees with me they both use it and have it used against them, so how can my opinion be based on "Because OKW have it"?
Slight correction:
It removes about 200 MP, the other MP have been lost before.
I think the probably biggest issue is that every OKW unit can salvage team weapons, which means that any team weapon lost for more than 10 seconds without support vs OKW is gone by either stealing or salvage. This is a very harsh punishment that basically no other faction do. This would suggest to limit the ability to Sturmpios only, but this would basically delete it from the game.
But all in all I don't think the problem is worth the effort of major rebalances. If necessary maybe add a few seconds or make the casting time depending on the model count as I suggested. The ability is far from making OKW very strong, which probably also lies in the Allied design that does not rely on static defense so much. |
Are you sure about the LV thing? I thought it still blocked it because that was the whole point. Can't test it at the moment though.
The only thing I could think of is higher HP which would make it more resistant to shooting it (which is a good option to remove stuff if you don't have your pio around). But to be honest that would be a shitty trade off |
I think it were more balanced if the ability was bound to the model number. That way shooting at the squad would really solve the issue. At the moment it might be too efficient to keep casting under fire because it does not prolong the casting duration. You might lose some MP, sure, but it's almost always worth it considering the damage you do. Also it is an easy ability that a one man squad can cast if you don't want the weapon but also don't want to trade your infantry squad.
At the moment a well microing OKW player can basically always salvage decrewed weapons unless you can keep constant pressure. A short window of a couple seconds are enough to salvage it.
However I'd like to point out that the issue is relatively niche. In the early to mid game it's almost always more efficient to steal the weapon if possible. Relatively few players use this ability on decrewed weapons compared to how often they could use it, probably because they often forget.
Just tie cast time to the model number. Like laying mines for example. |
I think this is a normal glitch that occurs if you have not scouted the point yet. The flag poles have feet that block building but need to be scouted. So if you don't know where those are yet, the game allows you to build sandbags initially, but as soon as you spot it the sandbag ghost gets deleted, which somehow leads to only one guy running to the capture point |
I think they are in the early game a bit. I feel like I get CPs a lot faster as any of the other factions, although I haven’t been touching brits in 1s lately. I’ve noticed it when I want to use commandos and just don’t have the CP till much later than I would for other 3cp callin infantry (so basically just rangers/paras since most others are 2cp now though).
Could be, but we should get some numbers. Nobody remembers time in the game, but the reference point you'd subconsciously take is probably teching. Iirc, 2 CP should come at about 5-6 min, 3 CP about 2-3 min later? This would mean that SOV get their units about the time when T3 is up, OKW shortly after T2, similar for USF (plus the added tech) and OST.
Now Brits can tech super early if they don't bolster first. This could make you think that the commandos are super far away. Especially in team games were early teching is viable. |
What if partisans get a complete rework into a utility unit?
Give them trash DPS like the SOV pioneers, but all kinds of goodies (might be even tech less)
AT nade, molotov, normal mine, heavy mine (like Riegel), flare mine (or alternatively the flare of SOV sniper), barbed wire, elite camo, improved cap and decap rate. Maybe even engine crit repairs (doesn't make too much sense regarding authenticity, but it's a nice ability that could synergize well with T34s ram ability since you now might have a chance to get your T34 out).
This would truly make it a behind the line squad. They lose to basically everything they come across, but they can do decent damage if you're able to sneak them around.
If that turns out to no be enough, we could upgrade them. Maybe a Panzerschreck (but lose AT nade), or PPsHs (but lose something else) etc.
However I fear that a rework like this is too much of an effort. |
Thread: Goliath14 Feb 2020, 16:49 PM
The only thing I know about the conversion between MP, fuel and mun in the final statistic.
But the efficiency is based on the damage done which itself is not the actual damage, but the economic damage. So a Con hitting a pio will get less economic damage than when he's hitting an Ober. The whole efficiency part is very whacky, especially since wipes do jot count accordingly.
In general I'd say that a unit usually becomes 'worth it' somewhere above the 300% mark, but that's just a feeling from playing the game |
From my feeling the KT perform accordibgly well to its price. I just have the feeling that it's often not worth getting it because you have to tech up for quite a lot of fuel.
But this might be an artifact from the current heavy meta, since the Tiger is just a ton better because it comes way earlier. Maybe we have to wait and see what the heavy nerf does before deciding where exactly to put the KT |
Low risk of what? Being shot at?
Don't close the distance and you'll be fine. Other factions have it easier then play those other factions.
T1 make it more difficult to counter LVs than T2 PUMA? then go T2 PUMA to rolfstomp LVs or get better. That's the exact same shit for any faction with non linear tier, soviet T1 or T2, USF T1 or T2 and the most obvious one Brit Hammer or Anvil.
Your thread look like the one asking for 5 men grenadier. You want potent shreck squad then play Ostheer or take a doctrine. You want stock rocket artillery then don't play USF or Brit or take a doctrine etc...
Alright. I've explained my points thrice now and you still try to argue about something completely different regarding the performance vs LVs. I'm not sure why you try to make it look like I had problems with keeping LVs alive because that was never a discussion point. Driving your Luchs into bazooka Riflemen will get it killed as it shouls. Driving your T70 into Schreck Sturmpioniere will get the Schreck squad killed. Or to rephrase previous posts: an isolated zook RM squad can easily defend until help arrives. The Schreck squad can't, although being similar in MP and mun investment. Same goes for PTRS Penals and even the cheaper PIAT REs.
I also don't know why you want to keep OKW T1 shitty. Please riddle me this, since you dodged the question now multiple times: Why are Schreck Sturmpioniere almost never used in even somewhat decent games if they were absolutely fine? And why should OKW be the only faction that is locked an ATG as the sole source of AT when going T1 (this obviously supposes that the single Schreck is not sufficient on Sturmpios in its current state).
I'll leave it at that, since this thread has basically turned into a conversation between us instead of a forum discussion. |