Also: Unit K/D and Damage in the endscreen is completely misleading. Damage is boosted primarily by shooting vehicles, which doesn't necessarily require their death, and there are a lot of idiosyncrasies that cause the K/D numbers to not actually match your killed and lost units. As an example: When an USF vehicle dies, the vehicle's crew counts as "deaths" along with the tank, and when an S-Mine field is triggered, each mine counts as a "death" for the ostheer (or OKW) player for some reason.
Don't put too much stock in that. |
Team weapon crews may as well not have weapons. The MP-40s that OST MG and PAK crews have are basically pistols, nothing like Pioneer MP40s, and certainly nothing like Assgren MP40s. You don't want to be midrange, you pretty much want to be inside them with RETs to get rid of them.
Also, regarding the M1 AT gun: You're expected to use the APDS rounds to fight medium and heavier armour. Assuming you have the munitions it's one of the better AT guns, though this is debated by people. |
No I guess not, was only suggesting it because was looking for a brainstorm about how to get away from ranger zooks anyway. I think the direction I'm getting at is give them so more workload and buff them to match it so the rifleman reliance can be broken down a bit.
Are they still good zook carriers? I used to use them for it all the time but when I returned this summer I heard they were only good vs LVs and need ranger stats to be significant in the late game.
I mean, you can't expect them to solo tigers or Panthers, but they do an alright job of providing screening and damage to your other AT solutions.
Getting away from Ranger Zooks is what getting a Jackson or two does, honestly. Ranger Zooks are like better doctrinal Pgrens, and you do the same thing OST does: Get vehicular AT. |
I feel as though the Maxim's suppression is a little understated. It does generally suppress in approximately one burst, assuming a generic squad with no "anti-suppression" factors in play. Not as quickly as the MG42, of course, but it's hardly as night and day as people seem to make out.
I don't think making it out to be weaker than it is in the suppression department is really all that useful. Its primary issue is the deathloop, which exacerbates suppression problems.
According to Stein Grenadier's information https://docs.google.com/spreadsheets/d/1H5z6szCfhmAAnDprmgwLzc-viZg4HPhKZshNLErvnck/edit#gid=0 it also has a better suppression "Radius" and "Radius percent" than other HMGs... Though I'm not precisely sure what these numbers translate to. I assume suppression for squads surrounding the one thats being fired upon. |
I know I'm quoting a really old post but I've just mentioned some similar stuff and while I love using rangers for AT, they do promote bad gameplay. I don't have a suggestion to fix it though.
Thinking out my ass: maybe making RET's more durable (don't give M1 buffs), but if they're harder to kill could they get used more as combat support squads with their nades as I suggested above and weapon rack slots. Perhaps buffed zook handling with Vet too.
Do RET really need a buff, though? They've got the lightest workload of any engineer unit, provide okish DPS, and are already quite good Zook carriers. Volley Fire is also really not that terrible of an ability, I've seen it used effectively multiple times. Its not exactly the most high-impact ability sure, but its not exactly necessary. |
You always blame. Rifleman is squishy and you know it and you love it! Jackson is also after nerf is solid but not awesome unit. What are you people still expecting for jackson ? I know that you guys want old jackson that strugle aganist even p4 !!! Usf infantry just die like flies and there is very big manpower bleed in Usf early game. Why we are just ignoring this situation and justifying "squishy " Usf infantry problem with "muh firepower and best mainline infantry in game" kind a bullshit. Best bullshit in this community is people still claim "Usf got best mainline infantry". I think you guys stuck in 2015 or just misleading people about Usf infantry. USF got major problem. After switching to Okw and Brits i can clearly see that usf infantry is fragile and take too much manpower.
Im not sure how much the bleed precisely, but Riflemen are undoubtedly fantastic mainline infantry. The buff to their "close" distance gave them a major boost in firepower from their preferred ranges. They're intended to be flanking infantry, and they do this job fantastically. When Barred up they're a force to be reckoned with.
The Jackson is absolutely an "awesome" unit. What exactly is wrong with it? Please, enlighten us. |
He's not trolling. He genuinely thinks that every single usf unit and ability is underpowered.
I dunno man, I've watched the forum for years now and I keep seeing him. I think it's just as possible he's doing it for a laugh. |
id guess it would render the BGHQ redundant... hmmm what if medics were moved to base then luchs and FHT were switched?
glad youve read it... its preposterous isnt it?
Perhaps the Luchs and Stuka could be switched for the UHU and FHT? Indirect options all being in the BGHQ might make it more appealing? The UHU is kind of a meme unit now to a degree in any case. |
It's been 7 years and even when Relic devs were in charge, it couldn't be fixed.
On teleport: it can't be done. The maxims is like a pak in this case. Once the model carrying the weapon dies, the movement stops and one model has to go pick it up.
On priority: weapon crew already have differentiate priority from the gunner. The problem is targeting and formation. If your only viable option to shoot at is the gunner (if you come from max range or if it's the first thing you are able to see) then it doesn't matter all the changes you had already applied.
On transferring dmg: we WC3 now bois. I'm thinking hard right now, but i don't think we have the tools to do that.
The best it can be done is to put 2 models in front of the Maxim gunner.
Unfortunate. I know you can't get "new" animations into the game, but I was hoping you might have the ability to skip existing ones.
Its not possible to then, say, force a unit attempting to shoot at the gunner to instead fire at a crewman, even if they're out of range? Or, and this will sound very silly, have the gunner siphon HP from other crewmen when he's damaged? Sorry if these "solutions" sound a little ludicrous, I'm really not sure what's possible for the modding team.
Failing all that, two models being in front of the gunner i suppose would be the only solution? It's not exactly ideal, but anything is better than what's currently the case. |
My apologies for the confusion the "speed" I provided is the tracking speed with in the angle of fire.
The combination of wide arc and fast tracking my the M1 good vs fast vehicles.
Oh, no, sorry, that's my fault for completely misreading your post. It clearly says "Tracking speed" now that i go back to look at it.
Either way, the increased rate of fire of the M1 over the (for example) PAK40 is also a great boon, not JUST against light vehicles, but it's certainly very deadly for them. |