White Phosphorous is a cool commander ability, but putting it on the HE Sherman and throwing in the uparmouring upgrade in the same commander is a bit much. White Phosphorous lets the Sherman counter AT guns pretty hard, and the uparmouring upgrade gives it the edge over medium tanks.
That being said, this is also a Calliope commander, so maybe the redundancy balances it out?
USF and OKW in general could really do with a reshuffle of their commander abilities. The crazy 'do everything' commanders need less stuff in them, and the trash heap commanders need some serious love.
I agree with your last paragraph wholeheartedly, I've been wishing one of these patches would really shake up commanders but I bet relic doesnt want that while they still sell them. Just lock WP behind the small dozer upgrade or switch this ability with armor company for the 105. |
Another day, another nerf USF thread. WP shot is strong I agree, but I don't think it needs a nerf. Rangers with zooks are probably the most imbalanced thing in the commander, maybe just cut it down to two zooks. RE nades are a non-issue and probably the most gimmicky thing in the commander. |
Yeah... I dont much like the idea of replacing Riflemen like Axis now switches between their infantry. I do however think, if it were me designing the faction and not Relic, I'd have upped their rifle damage to be at least equal to the m1 carbine, and lower the ammo count to 8(7) to compensate. This would give them better burst damage and make them less dependant on BARing up while keeping average dps about the same. Then Id get rid of those stupid weapon racks and have all upgrades be in-unit, still unlocked by tech. Its not like anyone puts BARs on ass engies or Rangers or whatnot anyway. Standardize bazooka damage around the current 'elite' model to make them viable as a drawback for not being able to dump them on REs. I'd also equalize all of the hidden maluses riflemen get that nobody talks about, like an extremely slow turn speed and worse cone of fire.
And yeah, Id buff the M2HB (or at least its AP ammo! Come on, the MG42 is far better versus vehicles thanks to its massive ROF advantage) so the LT tier isnt completely hopeless against armor and vehicles. Again Id also remove the hidden maluses the M2HB gets like longer aim time and aim time after firing.
The LT unit itself could also use a utility ability of some sort, like CPT has now, since it is otherwise a RM unit with worse RA and a lower ROF tommy gun. And the same 150 rotation crap.
But the AT gun is fine as is, so is most of the unit roster besides the LT tier, RM, and not having any halfway useful mines whatsoever outside of doctrine and the M20 M6 mine that literally nobody uses, since the M20 is more situational than any other LV I can think of. (The m20 also really needs the pathetic AP vet looked at, since right now it is an absolutely negligible modifer that grants a huge total of 1.5 penetration at point blank range and .5 at max range, for totals of 4.5 and 1.5 respectively. I would say double or even triple the modifier, at the very least, so penetration approaches the stock m2hb's and it becomes capable of damaging a 222 more than once out of every five or so shots.)
+1 great analysis and write up. |
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That solves everything.
There's nothing to solve. This is now 6 pages for an upgrade that barely does anything unless something is garrisoned. This is now 6 pages discussing an upgrade because someone is annoyed to micro their units. This is a non-issue. |
Imagine looking at this recent patch as an OST player with all the buffs and still saying theyre UP because of a hotfix to a unit that should have never had that ability to begin with. |
People are sleeping on the USF commander, especially when it comes to the Sherman dozer upgrade. I've been able to forgo Jackson's in my games by getting two shermans now. The increased beefiness and the WP shell are honestly a little crazy rn, but maybe its because I'm playing at a low skill level. Rangers with zooks absolutely shred lower level players that may not be aware that they can hold three and do more damage. Rifle grenades from REs are great to shoot into garrisons from behind sight blockers. |
The wiping consistency of grenades and mortars. I truly love the RNG of this game, it works so well in a game of war where things like weapon jams or a vehicle critical can turn the tide of the battle. But when it comes to grenades, you never know if you can stand in and take the hit. I had 8 models killed from a single OST rifle grenade yesterday because my dumbass didnt path them correctly during a flank. Other times I'll make the same mistake and lose two. Just annoying sometimes but really not a major major complaint. |
If you're having problems with rifles being effective, I can almost guarantee you're not retreating your squads properly in the early game. I will stan USF until the end of days but rifles are not the unit that needs reworking. Flank with them, keep them in cover and retreat at the right times.
Now the teching of the weapons rack could be a little different... |
You're missing the point. In general, people want MORE micro, not less.
IRHT is low skill; it should be removed or 'fixed' somehow; but this isn't the thread for that. It's been brought up a few times. Rocket arty is fairly easy to counter. You can hear it coming, and there's a fair bit of delay before it hits. It's also manually targeted and has a long cool down. Yes, the OKW rocket arty does hit a bit hard with direct hits, but that's somewhat of a trade off for having almost no area of effect compared to Sov/USF/OKW/Brit rocket arty.
And, again, a 1v1 garisson fight isn't the issue. I've stated this a few times. It's concentrated rifle pushes supported by rifle-grenades against OST that's the issue. Their core units require you to be stationary to fire (LMG grens, MG42), and they need to do so in order to counter the rifles; but they can't because of a zero-input attack from a supporting unit.
No, we want to micro more; that's why IDF should require more micro for more effect.
MG, GrW, Pgrens, Ostwind. LMG grens are not the only units that exist in the OST roster.
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I'm not asking to nerf it.
I'm suggesting replace it with a more powerful manually targeted ability (like an actual grenade) or with the Rear Echelon Flamethrowers from Rifle Company.
You see that little conscript icon in the corner? That's a playercard link.
Take a look.
You're right, you're not asking for it to be nerfed, you're asking for it to be REMOVED and replaced with a weapon you don't have to do much to move around. You're asking for the removal of something a lot of people have been really excited for because you have to actually micro. Don't blow smoke up my ass with "a more powerful ability", this is all about your inconvenience, not health of the game.
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