Or perhaps add more T34/85 to the commanders
Guards go to the ground when they receive a flamenade of Volks, this also happens against HTflame.
Is a rare bug in coh2live and difficult to reproduce.
Guards on ground.rec
VIDEO
Base British does not look on the tactical map
.....
Without a flamer and without a grenade ability, Penals would have issues standing their ground when elite infantry hits the ground (Obers/PGrens). Given the performance of the other 2 T1 units. Given that both units will hit the field regardless (1v1 is a special case, since a certain mechanic allows people to bypass teching), people would rather avoid taking that T1 risk altogether. Why build a Penal squad only to be gunned down by a PGren squad, that can also wipe other things with their bundle grenade, while the Penal gets... a 4-second-fuse satchel !??
....
Interesting reading. I hope you get
4-second-fuse satchel and
molotov conscripts into the 'focus'
Shared Veterancy
5% mortars/indirect fire
10% HMGs
50% infantry
I think it should be more clarified:
-5% mortars/indirect fire
-50% infantry (USF officers)
-50% HTs
etc
Can you explain it to me?
Relic Winter Balance Preview v1.3 Update Winter Balance 1.3 Notes here --> Show Spoiler
V1.3 UPDATE
GENERALShared Veterancy
Normalized team weapon veterancy for all factions (all HTs and USF officers). Our halftrack reinforcement changes left the shared-veterancy changes in an inconsistent state. This is because all USF weapon teams were contributing shared experience for the USF officer mechanism.
To bring everything together, we decided to only allow HMGs and Mortars to provide shared veterancy, but at a rate that is lower than infantry. This is because mortars gain experience at a higher rate, and to avoid awarding HMG-overuse too much.
5% mortars/indirect fire
10% HMGs
50% infantry
OKW251 Flak Half-Track
To prevent the unit from coming out too early and dominating the field (e.g., a cut-off manoeuvre), players now require to first research Field Medics. This was especially problematic for Soviet Tier 1 or USF Tier 2 did not have access to proper counters. The 251 Flak HT was also overshadowing investing into a Mechanized HQ for Panzer 2 due to its earlier timing and not suffering from any of the downsides of Mech.
* Building the 251 FlakHT requires the player to first research Field Medics
SOVIETGuards troops
The recent changes to Guards have brought the unit back into line with other squads in the game. Except for one detail; Guards now truly require their upgrades in order to function. Thus, losing their slot items will make them a bit less desirable. Thus, we have given Guards the opportunity to rebuy lost items and equipment for a small munitions cost:
30 MU per PTRS
40 MU per DP-28Penal Battalions
With this patch, we aim to refine the anti-infantry and anti-vehicle roles Penals should have as well as late game scaling.Thus, in order to give Penals the tools to become more desirable and interactive, we are giving them the Molotov Cocktail ability. The rationale is that Penals rifle are very good at engaging enemy infantry at all ranges. However, a Penal investment might not look so lucrative if all fight is happening between green cover. Thus, we deem that a Molotov Cocktail will restore Penalâs capacity as both an anti-garrison specialist unit (forcing squads off cover), and a skirmisher unit (creating impediments for incoming squads). This will also allow for better Conscript mixing and make the upgrade more viable.
Oorah! Ability removed (vet2)
Penals can now throw Molotov Cocktails, when researched from the Soviet Headquarters. (Same as Conscripts)
Furthermore, we are enhancing Anti-Tank Penal battalions. Even though 2x PTRS would be more than enough to hold off against a vehicle threat, PTRS Penals would lose out in relevance to nearly every other squad in the game. To give PTRS Penal squads the ability to scale as a decent AT-squad, we are adding the ability for PTRS Penals to upgrade to a 3rd PTRS rifle. However, to prevent 3x PTRS Penals from hard countering light vehicles too easily, we are gating this upgrade behind Soviet Tech.
PTRS Penals can buy a 3rd PTRS for 30 munition
3rd PTRS upgrade requires building Soviet T4
Moreover, we have found that the Sticky AT Satchel is nearly impossible to use in a realistic combat situation. To alleviate this, we have modified the AT satchel as follows:
Buying the 2xPTRS upgrade removes access to the Satchel ability, and gives access to the Sticky AT satchel ability
The Sticky AT satchel will home in on the target, if thrown
The enemy vehicle can avoid having the satchel thrown at it if it runs out of range (10) while the unit is winding the satchel up
The Sticky AT Satchel will apply a snare to all injured tanks in the vicinity, if the health is low enough (friendly or enemy)
Now deals engine critical damage only if the tank falls below 75% health
Finally, we are also experimenting with giving Penals their Flamer back, but with a catch; upgrading the Flamethrower will severely inhibit the squadâs long-range capability. This is so as to prevent Penals from being to able to engage enemy squads at all ranges and all cover-types. Part of the reason the previous Penal Flame thrower package was too potent was because of the durability of Penals, but this has been weakened in a previous iteration of the Preview Mod.
Penals can upgrade to a Flamer & PPSh package for 70 munitions
The package gives access to 1 flamer and 3 PPSh submachine-guns
PPSh sub-machine-guns have equal priority to SVT rifles, thus PPSh will not transfer over to surviving members. This is to ensure Flamer is always the last item.
WEHRMACHT222
We found the 222âs MG wasnât quite performing for its cost. Although a small change, it will help the performance of the 222 better reflect it cost.
MG accuracy increased from 0.35/0.3/0.25 to 0.44/0.385/0.275
QUALITY OF LIFERetreat point de-congestion
The OKW headquarters layout makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Squads will halt their retreat within 10 yards from the OKW headquarters
We have noticed a similar situation arising in the forward OKW MedHQ. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:
Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
Forward retreat antennas can now be traversed by units
Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:
Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat pointsBUG FIXES
Fixed a bug where USF Phosphorus barrage was targettable in base sector
Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
Fixed a bug where OST medic supplies would heal in-combat squads
Fixed a bug where it was possible to trigger OST medical supplies before the duration had elapsed
Assault grenadiers can no longer interrupt their grenade toss (workaround for infinite grenades abuse)
Fixed an issue where Schu mines were not causing suppression
Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb)
Stormtrooper (Stun grenade)
Obersoldaten (Bundle grenade)UI FIXES
Updated abandoned M1 81mm Portrait
Updated M1 81mm squad portraits for their respective factions.
Updated 120mm Mortar Shield Symbol to a different variant
Updated KV-8 call-in icon to match other call-in icons.
Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
Updated artillery officer call-in icon to match other call-in icons.
DShka shield icon updated to the correct version for non-EFA armies.
Feedback thread --> Mod workshop location-->
Please post replays here-->
Panther is not a tank it is hybrid between a tank and TD...comparing with Comet is misleading.
Thinks look even worse for the Wer Panther.
In addition compare the mg upgrade vs the commander upgrade, war speed vs blitzkrieg, add smoke and WP smoke and grenade and Comet looks allot better...
Finally add to that the effectiveness of the doctrinal M36/firefly vs the Panther at range 60 and now Panther is lagging behind the Comet...
According to relic panther its counterpart of the comet
...And medium tanks is the best balance of the game
edit: panther OKW 200FU
HTflame is an instawiped garrison.
Relic does not play their games so it's not a problem for them