pineapple does alot of damage plus they come paired with smoke grenades for RE LT and captain... not to mention that rifles are extremely powerful in the current meta... ive had 0 qualms with having to pay for pineapples noting the power of rifles and pineapple/smoke
if you want a really bad deal imagine having to pay for molotov and AT grenades separately as SOV on one of the worst earlygame combatants ingame...
as for IS im not too sure... i only play the brits on occasion soo i really cant tell...
The Brit grenade is identical to the US grenade, though it has a shorter fuse and costs less munitions.
At vet3 the US grenade can be thrown significantly further, however. |
The rocket is definitely a great end-game ability. Probably one of the best.
While saying it takes out 90% of the health isn't how I remember it, a full on strafe from front to back versus large hitbox tanks means you could get as many as 6 rockets (3 set times 2) in. As far as I know, that means you can knock out at least half a health bar using a ram + strafe combo. Not enough to be a no-brainer delete, but if your tank is caught out in a bad spot, it won't take much more to finish it off.
I don't know what's a good move for tweaking this. It's a pretty expensive combo if you fail, after all. The t-34 is usually dead as a cost, and the rockets are not cheap on ammo. Maybe reduce rocket stafe cost back to pre-nerf and reduce frequency of rockets fired during stafe?
I mean, failing ram -> Strafe is rather hard, isnt it? Most of the things you'd want to ram aren't going to be able to outrun the t34, and as far as I know you don't need to drop the strafe until the T34 strikes it's target. |
Those fking suck. I can't believe you have to pay for them. The cooked grenades on Rangers is even dumber because all it does is cost more than the regular one but at least you don't pay to unlock it. They'll probably "fix" that in the next patch though.
The Infantry Section and Rifleman grenades are a lot more versatile than the Rifle grenade. They both have their strengths and weaknesses. |
That seems like a horrible design choice, so I'm glad that accident happened. Makes no sense for it to be worse against infantry and 40 fuel more expensive
I imagine it was supposed to be on the same line of thinking as the Panther vs the PIV, or perhaps the Sherman vs the Sherman 76, for a more relevant comparison.
I dunno, I can see the thinking, though I can't comment on whether it would be the right choice. |
yeah it isnt... 7 man only gives a 17% DPS boost at all ranges a 17% HP boost and 15% cover bonus...
STG for example gives a DPS boost of 16% at range 30 30% at range 20 and 39% at range... any engagement occuring at any range or below between 7 man and STG volks at vet 0 outside of cover will result into a volk win... 7 man conscripts only beat STG volks when fighting in cover vs cover at ranges 20 to 30... outside of that STG volks will win any cover to cover engagement under range 20...
in any realistic comparison between mainlines 7 man isnt amazing on its own... its only when you consider conscripts massive vet bonuses and the 20% veterancy rate does 7 man TRULY shine...
The veterancy bonuses both Volks and Cons get are assumed to be in action here, especially the Con ones, given that they get veterancy gain bonuses when upgraded.
We're primarily talking about Lategame, after all. The specific bonuses a weapon upgrade gives are misleading when compared to what they do to the squad they're on. |
Flamethrowers do a great job clearing buildings but they're difficult to get unless you're the Soviets or OST.
Brits rather commonly get WASPs on building centric maps, so they're not all that terrible for flamethrowers either.
At the point you (should) lose your WASP buildings are somewhat less a concern, arguably. |
I still think it's really rather daft that the T34/85 has Ram. Its an ability that REALLY doesn't suit it, and it seems to have it only because the 76 does. Ram in general is a rather problematic ability, however.
Other than that, yeah, the 85 is absolutely fantastic, god knows how you could consider it "sucking". |
And for the record 7men>Volks with stgs
Not to put undue focus on one point, but (late) Volks are pretty much the worst infantry in the game, aren't they? Their combat veterancy is rather sub-par, and their price/performance is rather abysmal, to my knowledge. This is, again, only lategame. Volks do their job early, and very well through early-mid to mid, thanks to STGs. They just don't scale threateningly.
Ostensibly they're supposed to be "replaced" by Obers for combat scenarios, but I've never really liked this design decision.
7man beating them isn't, by itself, too much to brag about, is it? Forgive me if this is a bit of an un-nuanced take. |
The Cromwell could perhaps do with a slight reduction in cost, but it really is far from a terrible tank. The smoke shell is a very nice feature, all on its own.
The Comet existing (as it is) sort of compounds issues with the Cromwell, though, as others have mentioned. Being able to Multi-Comet (Though this isnt a 1v1 thing) makes it even more a no-brainer in most cases.
In general, as much as it pains me to suggest, Heavy-Tank-esque concurrent unit limits might help alleviate a lot of team game concerns. Even team-wide restrictions on the number of certain types of units might solve a few of the major annoyances, though I expect this might be a rather controversial suggestion. |
The IL2 rocket run should have been a copy of the USF airbourne rocket loiter. No idea why this current abomination made it to the live game.
If Ram didnt exist it would probably be fine... potentially even a little weak. The issue is that ram DOES exist, and if you can get one off (Not exactly a difficult feat) you can just delete pretty much any axis vehicle you like.
There are a lot of rather annoying offmaps, but I do think this is the worst offender. |