Potentially yes, but if we find a functional niche there is no reason to not redesign one of the units to fit into it.
There are a few niches remaining that they /could/ fill. (The question is whether they /should/)
Hand them Thompsons with a Pgren STG profile, and you have what would basically amount to an UKF flavoured Pgren. (Or give them weaker Thompson/stgs, and then give them a couple of the new Vickers Ks)
Give them rifles and a scoped Enfield and give UKF a Light Infantry squad (Though they'd be the only faction with one and a sniper.
Stick an officer in the squad to replace one of the commandoes, and give him a bunch of utility/scouting abilities. (Allow the squad to immobilise itself and extend sight in a cone, for example. With or without retaining stealth)
Again, it all depends on whether UKF could be argued to need/want anything like this.
|
For a vet 1 ability on a doctirnal unit that is currently weaker the regular free barrage? Yeah it probably should have excellent accuracy.
It should have better accuracy than now, Tightrope's recent video seems to imply that the Delayed Fuse ability is strictly worse than the regular barrage, but I'm not sure if it should chunk OKW trucks specifically too heavily. |
Assuming this is 2v2+
This right here is massively overlooked. If you pay close attention you'll notice that MG's that normally suppressed in a reasonable amount of time will no longer do it the longer the game drags on. Simply due to all the craters and ground clutter providing light cover. I vividly recall a gren blob not getting suppressed in 3 bursts of my 50 cal simply because of late game veterency mixed with light cover. So more often then not you need units to screen for your late game MG. Which, technically means the blobber holds the initiative unless you scout out the incoming blob. This is why the mg42 is so fabled to steal from all sides (Even an okw player stealing his teammates de-crewed one).
One complaint I have, is that there doesn't seem to be much punishment for blobbing into an MG, inflicting dmg to it and any squads that were scouting, then hitting fallback. I base locked a few axis players the other night who blobbed and by just banging their head against a well set up defensive line they were able to break through. Base locking my opponent, yet I was the one bleeding MP.
As far as fixing it? Idk if it were up to me I'd probably make all MG's as strong as the MG42, but make the cones dramatically smaller on all of them (decrease the set up time? longer tear down?). That way micro is required to use the MG's and react to your opponents new positions. I don't build MG's for dmg, I build them because I want to lock down blobs.
Perhaps yellow cover simply shouldn't protect squads from suppression? (Or perhaps "Ignores yellow cover for suppression purposes" could become either a veterancy reward for all MGs, or a feature unlocked for all factions passively during teching?)
I wonder how that would affect the game as a whole? |
There is an issue, if rifleman model is setup for M1c to became visible, all the M1 they carry will become M1c, event the non scope profle.
Wait, really? How does /that/ happen, exactly? |
Absolutely not, forward reinforce cancer needs to be nerfed, not buffed. No, no, no, no, no. No discussion, just no.
It'll need a game-wide rework then, surely? OST, USF, and SOV have nondoctrinal /mobile/ reinforcement, and UKF has what amounts to buildable battlegroup HQs in the Forward Assembly.
USF has what could be argued to be a better version of the battleHQ's functionality in the Ambulance + Major combo, with the downside there being the population cost (In exchange for arguably better healing, and the vast benefit of being able to pick itself up and move).
None of these factions lose base healing when they choose to have a forward reinforcement vector, either. (Except USF, sure, but they can always build a second ambulance, or place their REs or whatever in their original ambulance while using the medic squad to heal in base) |
Low DPS means cover doesn't matter at all. As transitioning from one range to another goes unpunished.
Now you just favoured CQC units as they can't be punished by long range DPS units.
That's how the game looked like at release.
Even higher DPS, even higher cover bonuses, or least just the latter. That's the way to solve this, I think.
Blobs are nice, but if you're taking mental damage while trying to walk at an unit in cover, it really ain't efficient. A specific "blob debuff" isnt necessarily needed if wandering outside of cover is a bigger detriment than the added firepower of multiple squads blobbed up is a benefit. |
Just a simple idea: allow okw to build more than one battlegroup hq. Each one would have to be upgraded separately for both reinforcements and medics (so it includes all the fuel costs too). On the other hand okw would gain the option for some more versatility at forward reinforcements (they are limited to one right now, except for the blitz truck in feuersturm).
Perhaps the other buildings could be enabled too, like for the repair engineers at mechanized hq, tho the fuel costs there are much higher and thus unlikely to be utilized.
Being able to move your deployed trucks somehow would be preferable. For most factions your forward buildings will hurt you if destroyed, certainly, but no other faction's forward buildings are /also/ their tech buildings, which means mistaken placement of one of them (Or simply placement of one of them merely outside of your base sector, against some offmaps) can easily cause you to outright lose the game.
OKW have the benefit of "Guaranteed" access to "forward" healing, repair bots, and a flak gun... but this comes at the cost of them being INSANELY punishing if lost (Especially the Schwerer). In the case of the battlegroup, you also either get base healing, OR you get forward healing, it's one or the other. |
You can customize hotkeys?
Macro software, though I think he means assigning units to particular control groups, rather than specifically hotkeys. |
Inconsistent compared to what?
Which other weapon upgrade requires you to manually shoot it?
Which other weapon upgrade allows you to autofire grenades? |
Thats no different to the shock troop 'engineerlol' unit OKW start with? that's a starting unit too. thats another gripe..
What do Sturmpioneers have to do with a non-microed autofire grenade? You don't seem to grasp the issue.
I would be happy with the PIONEER (not gren as thats not the weak starting eng unit) unit having a single commander picked ability that gives them a nuke nade yes. Can we have a panther too then?
You wouldn't be happy with that, I guarantee it, though I don't see any reason it would need to be Pioneers with the ability, nor for it to be doctrinal. Grenadiers already have a rifle grenade, you don't think there's an issue with REs having theirs be autofired, why would there be an issue with Grens' being autofired?
The Panther isnt relevant in this discussion, please stop deflecting into completely unrelated topics. I'm not sure why you'd be all that concerned about having the Panther anyway, when you already have the Jackson.
what is the actual issue with my original isea btw without bringing up RE nuke nades? Why are handheld AT weapons having a skill shot a bad idea? For firefly its ok because of the burst damage. Same with handheld rockets, not rifles.
Because handheld AT is not overpowered, and there's no need to nerf it like that. The only people getting rolled over by Shreckblobs are not very good at the game, that's an L2P issue, not a balance one. |