If it was toggled, it would have to have some kind of drawback to it.
Slower pack-up time and/or a smaller arc would be what I'd suggest. Give the maxim a wider arc in the default mode, and allow it to then deploy into the "suppressive" mode from there, with a smaller arc and significantly higher suppression. Numbers would have to be tweaked, but I think it's a novel concept that helps the Maxim fit into the "double duty" gimmick the other tier 2 soviet team weapons subscribe to.
The fact the Maxim uniquely has two distinct deployment animations (Currently used for whether it's inside or outside of cover) lends itself to this sort of thing, it's readable at a glance.
If the current iteration of the suppressive fire ability is considered good enough though, there's probably not that much call to bother making further changes to the unit. |
Lose your Schwerer before your first tank, you're dead in a match 9/10 times. You will never be allowed, vs decent+ opponents, to get the fuel for Schwerer again + tank. You're still in serious trouble even if you have your first tank out.
Exactly; I can't say that losing your Schwerer (Or any building, really) is anything but incredibly punishing. |
No penalty when destroy truck, can build every time every where (except arround stars)
Other than the time and resources lost, and locking out building units, I assume? Is there supposed to be some other penalty? |
I actually like this suggestion as well. Not sure if it's possible to code it though. CreativeName's idea sounds like it could work out well too. Both are much better solutions than just removing them from the game.
Its already possible for abilities to modify whether an unit is able to capture or not (Secure mode), so I think its entirely possible for this to be coded. The only issue is whether it might introduce strange bugs. |
| Name: "Sustained Fire"
Duration: 30 Seconds
Cost: 15 Munitions |
| +100% burst length duration.
+50% reload speed.
-50% weapon cooldown.
+25% suppression.
Forces a reload at the beginning of the ability.
Ability disengages when the unit is told to move. |
This makes it do a lot more damage too. Very strong, but balanced imo when you compare it to the other MGs being able to kill light vehicles with their abilities.
I still think the idea someone suggested previously to make Sustained Fire a toggled ability was quite interesting, too. |
Since the nerf (a year or so ago) Ostheer LefH and the Russian ML-20 are hardly ever seen.
The times I have used them, I regretted my decision since they don't really perform.
They fire too slowly to have a good effect. Sure you can use them to lock down a corridor but that is hardly worth sacrificing a doctrinal slot that could have been a heavy tank.
Since these guns are in a lot of doctrines I think they need to be viable again.
If they turn out too good in team games they could be limited to one.
The LEFH in particular is still quite good (Primarily because of Counter-barrage. I sometimes build one in 2v2s to deal with heavy investment into indirects) and is often seen in team modes already.
Howitzers are already pretty AIDS, making them more prevalent wouldn't really be very fun. |
If its still cinsidered a problem, id like to suggest that sandbags can only be build in captured territory just like trenches
I think making building sandbags pause/cancel capturing is a much more elegant solution than that, honestly. They're /purely/ a defensive tool if you can only build them in owned territory, whereas you can use them "offensively" if you can build them anywhere.
I know calling sandbags an "offensive" tool in any respect is a strange thing to do, but I think it does open more interesting gameplay decisions up... |
It's not about arriving later, it's about not arriving earlier. Because Ostheer can put way more pressure on the early game with its cheap and effective light vehicles. If the Puma comes too early, then it will shut down an Allied response (an LV of their own) too effectively.
The problem with MobiDef was never that any of its abilities were too strong individually, but that it as a whole could easily snowball with a rush of survivable light vehicles (PT), a fast and direct counter to the Allied response (Puma) and following it up with a fast medium tank (CP4) to finish it off.
Sounds like Mobile Defence needs rather a lot of fiddling with, eh? It'd be nice to keep the Puma as part of the doc, as it's unique (for OST), but as you're saying; the doctrine's design unfortunately has major flaws. It went from being pretty oppressive to being arguably pretty garbage, and it's difficult to find a middle ground, especially without swapping out some abilities. |
Totally agree. I can see why people think sandbag spam is bad but removing them is going to have so many consequences it is just not worth it. Both in terms of balance as well as map design. I feel like this is also mostly a 1v1 problem and certain people totally ignore that other game modes exist as well. Especially in 3v3 and 4v4 not having sandbags to soft-counter early game MG spam seems a very bad idea.
To be fair, "MG spam" in team modes is normally dealt with through a liberal application of concentrated Mortars, isnt it? |
Because of that I auggested removing the snare with PPsH upgrade already, if that is the reason they are so medicore at combat. Oorah is not different to Sprint from Assgrens (many other CC units have smoke to close in), Molotov has to be purchased and is awfully slow to throw. To be fair every CC troop can have some sort of a more damage dealing grenade (stock or upgrade). So whats left and unique about PPsH Cons?
1) Building sandbags, but not for themselves anymore (you don't want to sit behind sandbags with CC troops)
2) Merge. Yes, that still exist.
Anything else?
7th man upgrade seems to be the better choice and you don't have to pick a commander for it.
It's nothing individually, it's all of those things together, i guess. Oorah isnt much different from Sprint, sure, but Assgrens don't have any of the other stuff Cons do, that's my point.
I do think 7man and the other Conscript doctrinal upgrades shouldn't be exclusive to one another, as Mobilise is kind of an integral flavour component of Soviet/Conscripts (Despite being a relatively new feature)... but that would take rather a lot to balance. (I think its worth pursuing as an idea... but a tradeoff might have to be a that upgrade docs would lack Elite Infantry, as you're almost turning Cons into Elitish troops). This is the kind of quandry you get when the game gets frankenstein'd as it has been. |