The Panther is a fine tank, but it is riskier to use than an allied TD, due to needing to be closer (and therefore being more vulnerable).
The JP4 struggles to penetrate heavy tanks, of which the Soviets and Brits don't really lack. The JP4 is a TD intended to fight other TDs, and it also does really well vs mediums. Axis have the Panther for heavier vehicles, but it's used differently.
The Soviets are one of the best lategame factions. |
As far as understand the ability was available to RO so that they can have an easier time to place emplacements.
For some bizarre reason the mod team made it available to other units although I did point out the issue at the time.
In your higher CD and MU cost while making available only to RO. E. would not be enough?
Is there are other solution that someone could mod for making emplacements easier to place?
If it's just to make Emplacements easier to put down, the ability would just need to not be able to kill Sight/shotblockers.
The fact that it can implies its intended to let you place Emplacements, but also to open sightlines for them to fire. I don't think there's any way for that not to be AIDS. |
An experiment to see if cashes become more prevalent in match ups. With potential increase of manpower and decrease fuel and munitions, players either invest more so into capturing fuel and munitions points or invest into cashes/trucks, as well as defenses such as bunkers. These values are quite small still, so I would expect a modest impact.
I'm interested to see how it all turns out, a little skeptical about manpower being a territory resource at all (Even if it is a fairly negligible amount), but I won't pretend that experimenting with it isnt worth trying, maybe it'll end up being better like that?
I haven't read through all the notes, and obviously I haven't played it yet (If i even get chance), but one thing that jumps out to me (for some reason) is reducing any squad sizes below 4... I think that being the minimum size is probably for the best, due to how it interacts with a few game mechanics. (Admittedly changes to "max models killed" and a few other things you've done make it less an issue). I dunno, I think this is just a personal thing.
Sorry if some of what I'm saying seems terribly nitpicky, I'm genuinely interested in what you're doing here.
(Completely non-gameplay related... but since you've taken REs out of USF's nondoc lineup... perhaps the RE model could be the Rifleman Winter skin now? :^) ) |
Wait, territory gives manpower bonuses in your mod? What's the reasoning behind that? My understanding is that Manpower income being divorced from territory (and being inversely proportional to army size) is intended as a way to let a person recover from a severe setback. |
What do you expect for a 100FU tank? try to use it Speed, Acceleration and Moving Accuracy for your advantage.
To my knowledge the Cromwell doesn't have an advantage in Moving Accuracy over other tanks, it's at 50%, like nearly all the others. It does get a bonus with its new "Hunt" ability, but I assume we were talking about pre-patch.
It is rather speedy, though. |
This remove Conscripts from game. And OKW sturms first on fuel flag behind sandbags?
This is why i said that "just give sandbags to engineers" isnt really the only thing you'd need to do, there are more balance concerns besides... Though those Sturms behind sandbags would be the single sandbagged unit in the entire OKW army, so while they'd take a long time to dislodge (Despite doing very little damage to you), you wouldn't be dealing with Volks digging in literally everywhere. Swings and roundabouts.
Conscripts are quality infantry regardless of having sandbags or not (Mostly in the late game), Volks are arguably the infantry hit hardest by a lack of sandbags due to them having to fight Rifles and Sections (and that they can't afford more than one Engineer).
There's... some merit in the thought. Sturms behind sandbags take absolutely forever to get rid of, as you can't close with them, and they have decent RA... its just they aren't really doing any damage in exchange, and its stopping them doing the fifty other things you want them to be doing at that time. |
SNIP
Perhaps part of the solution might like to be a change in the way Flags act with regards to building sandbags? Have them prevent sandbags from being built right up against them, forcing them to be built with space behind them that an opponent may use (If not wired). You're at the very least punished for mindlessly spamming sandbags in this conceptual version of the game.
I'm not certain how easy/possible it would be to change flags to prevent Sandbags (but not wire or mines, ideally) from being built around themselves... It's possible it's something that would have to be done on a map-by-map basis if the flags themselves can't be changed, and this isnt exactly all that quick a change to make (And would be inconsistent in custom maps made by mappers that don't know this "new" standard)
Obviously the ideal solution probably would be to have Sandbags only be built by Engineers, but as has already been discussed; this is a surprisingly in-depth and complex change to make due to various balance issues previously outlined, and some of these "hacky" fixes might be good as a stopgap at the very least. |
I did not review the videos closely. And even if I did, it is only one example and the player may have been having good ping when it happened.
But the first place I stopped I got this. Since I am just pausing the YouTube, it is not conclusive. But a data point. 11:35 in the FOW is moved and the AT gun is visible. The pathfinders are also moved a few meters (not visible). Note the units in the north are in the correct positions and the two by the haystacks were moving.
NOTE: I am not judging either way. I just want to point out "I personally do not trust what I see in game". And that removes many of the complaints. Not all.
There seems to be something wrong in your screenshots, in one Isildur is on 44/100 pop, and there are three men in the central Gren squad.
In the other, he's on 45/100 pop, and the Gren squad has four members.
EDIT: In this particular example I'd have to guess the upper screenshot is fractionally ahead of the lower one. |
Thread: KV111 Mar 2021, 00:07 AM
It's only strength is it's HP though, if you give it 800HP it's at the same durability level as a T-34-85 but without a decent gun.
I mean, it has 270 armour, too. |
"Veteran Squad Leaders (New Ability)
In keeping with the Infantry theme of the doctrine, the following ability has been created. This ability provides Wehrmacht line infantry with a five-man upgrade in the case of Pioneers and Grenadiers to increase durability and potency. Panzergrenadiers can be upgraded with a support package to provide support capabilities.
-Requires 2 CPs
-Pioneers can be upgraded to a 5 man squad for 30 munitions.
-Grenadier squad can be upgraded to 5 men for 60 munitions.
-The Grenadier squad leader has a transferable G43 and grants a -15% reduction on weapon cooldowns, -10% received accuracy and reduces the cost of Medical Kits to 0 munitions. This upgrade locks out the MG42 upgrade."
"Received Accuracy bonus from Veteran Squad Leader removed"
"Veteran Squad Leader G43 exchanged for Volksgrenadier StG 44"
(No accuracy bonus, contrary to a claim)
Oh, that's interesting, I thought the Cooldown bonus had been removed at some stage. |