Luftwaffe Ground Forces
If Luftwaffe retains ground emplacements an upgrade that adds one man to Volksgrenadiers and give them repair (at lowered speed) and construction abilities at the cost of taking their weapon slot and STG upgrade would fit nicely. It's also an alternative combat option compared to STG/MP40. To catch 2 birds with one stone one could merge this with the very very very situational thorough salvage ability which is imo not worth a single slot on his own
Another possibility for an another slot is an airdropped Pak 40 + MG42 (that needs to be crewed).
Honestly, giving Volksgrenadiers an upgrade that makes them into a sort of Engineer unit would be a decent nondoctrinal ability, if the Balans Team did decide they wanted to remove Sandbags from Mainlines. |
abality to carry free zooks ? did you said that as i said to hannibal abality to carry weapons from racks dont make or break a unit its not free you still pay MP and fuel to unlock him
The unit is free. You're paying for your tiered tech, and getting an Officer unit as a bonus on top of that, just like with the Lieutenant and Captain. You only pay for the Officer if you purchase him for a second time, the first time you receive him you are not purchasing the Officer.
EDIT: This is why the recent change to Officers was giving USF players the ability to force them off of the field, rather than the tech levels being made cheaper, and not automatically granting the Officer units. There ostensibly isnt a "cost" involved in the Officer himself. |
Negative cover is totally OP's fault.
But AssIS can stand against 3 squad full upgraded vet Fall for that long is quite ridiculous.
Did I miss something about Fall nerf on DPS? Because when I played Allies, my infantry drop like ant when seeing Fall. 3 Fall would instant delete any squad that not Elite.
They endure approximately three seconds of fire from static Fallschirmjager, and are then at one third HP, that sounds about right, really. |
IMO it's a shame units autofire at all. The player should have to fire each shot in the game first person, or maybe third person style. I haven't decided which requires more 'skill'.
You wanna lay barbed wire? Uhh yeah that's gonna need a quick-time-event. You have to time the stake hammer with the right key press, or else the barbed wire animation fails and you have to start all over again.
Laying sandbags? Gonna have to use the new terrain grasper tool to fill each one individually. Don't overfill them or get any grass in there!
I'm really not seeing what sort of point you're trying to make here. |
I'm surprised that the section only lost like 2 models. Considering the each fg42 at range dose like 9.5 dps and there are 12 of them and with ra from both the upgrade and vet it's like 70 dps overall. I'm actually baffled as how the section only lost 2 models.
The damage appeared to have been spread among the remaining three models, rather than focusing single ones down. Part of it is also just luck, vetted Ass Sections have 0.64 RA, so some shots simply miss.
Had the guy A-moved rather than just rightclicking his blob around (onto red cover, lmao), and/or spread his infantry so they werent literally begging for a grenade he'd have easily killed the Assault Section. He didn't, though, and still expects the Fallschirmjager to have killed a squad in half a second for some reason.
Again, it still would have died in about another half-second if he didn't have the squads so close together that they could all simultaneously eat an WP grenade...and, y'know, he actually supported his infantry blob vs the Cromwell scuttling over.
I'm genuinely unsure why this particular example was chosen when trying to describe the Brits as OP, the guy is practically going out of his way to lose the fight. |
I'll take a potentially Vet5 PiVJ and Panther over their counterparts, and the JPiV, allll day long.
If it wasn't so expensive, probably the Stuka over the Werfer as well.
Sure, if you GET a vet 5 PiV or Panther, but we both know that getting a veterancy 5 vehicle like that isnt a sure thing, and that vet 4/5 generally aren't the most impactful bonuses. I'm still saying that the Ostwind, StuG, and Brummbar especially make up for the lack of vet 4/5.
The Jp4 is nice, also, though it's primarily an "anti-td" TD.
Also: the Stuka and Pwerfer have rather different roles, It's hard to say which of the two is "better", as they do different things, but I'd probably rather have a Werfer in a 1v1 rather than a Stuka. |
brits are made so you buy the DLC, its business.
Pretty sure OKW are a DLC faction. |
This unit in the British arsenal rarely sees use from my experience watching high level games. I think the reason is fairly obvious: it doesn't do as well for it's intended role as an HMG compared to other units of similar price points. All other HMGs have some strength that makes them (roughly) on par with each other, the MG42 and 50cal with it's awesome suppression and damage, the Maxim with its 6 man squads, and the MG34's good suppression combined with OKW's ability to push early.
The Vickers has okay damage and that's about it; but Infantry Sections are a much more practical choice in this department. Furthermore, the suppression on this unit is not adequate in dealing with axis squads which are by nature designed to fight and kill units with higher model counts. I've lost count of how many times I witnessed a blob of infantry walk into the cone of fire of this unit and decrew it before it has a chance to suppress, much less fire. I was hoping the change to HMG positioning would allow this not to happen, but it does, little, if anything to remedy the situation.
I think this unit needs better suppression since it has recently lost it's defining characteristic of having a wider range in buildings after vet 1, and even that made it only viable on certain maps.
Call me biased, but I still like my suggestion to give the Vickers a Bofors-style "Suppressive volley" ability.
Also: yeah, it probably should have its suppression buffed, even if that were to come at the cost of, say, a reduced arc. (I'd argue that Brits simply can't have an MG34/42 strength tier 0 MG with the way Sections still are, unfortunately.) |
brits are just OP, i know it hurts but its the truth.
Brits are a terribly designed faction, but it isnt because you can't brainlessly walk around and delete squads while standing on red cover (Even though you nearly did delete the squad despite doing literally everything wrong). |
So autistic and unfun. You should be glad because that's exactly what's happening with this community driven "balance" team.
There is literally no reason to not balance around the best players in a given game. It isnt "Balancing" if you're making changes to suit players who do not know how to play, and you end up making something simply unplayable. |