The problem with locking shreks behind T2 is that it makes the new position of PGrens almost entirely pointless. Right now, they're in an interesting position, where they can allow for a somewhat possible T2 skip. It's NOT risk free; you lose your long-range AT (good luck vs AA-HTs), as well as any ability to chase LVs (no 222). In exchange you save 200mp/20f, which allows for T3 maybe 90 seconds earlier in a normal game (provided we're fuel-limited).
If shreks are moved to behind T2, all that the Pgren change has done is allow for PGrens to be built 200mp/20f earlier (30 seconds? maybe?) - which isn't very interesting or useful. You'd still be forced to build T2, since there's no way you can stall until ~8-10min with zero AT power.
Right now, I really don't see this as a huge problem. The crazy T1/T2 skips we're seeing these days only work because they're new and unexpected; they're actually really risky.
That said, the sub-15 minute Tiger Ace is crazy; not sure why it's not point-locked.
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The best part is to see toxic people say "ez" when they win a game by 2 points lol!
No, the best is when they say 'GG EZ' very early on (when they might be winning a lot), then go on to lose after a 45min-1hr game. Then you say only "GG", to which they usually respond with either 'XYZ is OP', 'lucky' or 'my teammate threw'.
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After a few recent games, I noticed that it seemed like some abilities (both on and off map) were doing some strange things in regards to friendly-fire damage; so I decided to test out everything I could. What I found is that there's some really strange inconsistencies. Unfortunately, I don't have the exact numbers for things like damage reduction, but I did find that all abilities fell into one of four categories:
High Damage - These abilities did a lot of friendly-fire damage
Reduced Damage - These abilities did a lot of friendly-fire damage, but did NOT wipe any models for infantry
Low Damage - These abilities did very little friendly-fire damage (~5% hp loss on pios)
Zero Damage - These abilities did NO friendly-fire damage
Note: these are all targeted against your own units; not teammates.
Rocket/Heavy Artillery
Almost all of the on-map rocket and heavy artillery did low damage to friendly units; however, there were some outliers.
OST
LeFH does high damage to friendly units
Panzerwerfer does low damage, but also suppresses/pins friendly units
OKW
SturmTiger does reduced damage, but also suppresses
UKF
UKF Base Arty does high damage
Churchill AVRE does high damage
note: UKF base arty could count as off-map, since it cannot be built or targeted by enemies, in which case it does fall in line with most other off-map abilities.
Light Artillery/Mortars
Every single light artillery (below 10cm) and mortar in the game does low damage to friendlies
Off-Map
In general, every manually targeted (i.e. non-loiter, sector, etc.) off-map ability does high damage to friendlies, but there are some outliers.
OST
Stuka JU-87D Anti-Infantry Strafe does zero damage
Stuka JU-87 Anti-Tank Strafe does low damage
SOV
Tactical IL-2 Rocket Run does zero damage - BUG: it's a 23mm cannon run, not rockets.
IL-2 PTAB AT does low damage but also stuns the crew for tanks.
IL-2 Precision bombing does reduced damage
USF
P47 Strafing Run does zero damage
Time of Target does low damage
240mm Howitzer does low damage
UKF
Precision Barrage does zero damage
Air suppremacy operation: Strafe does zero damage, bombs do high damage
In general, I don't think these are intended; there's just no consistency. I could see all strafes doing low friendly damage, but things like USF 240mm doing low damage, or the LeFH doing high damage are just entirely out of line with similar (or identical) abilities/units for other teams.
If I've missed any outliers, feel free to post them. Alternatively, if anyone disagrees with my tests, I can try again and post pictures/videos. Also, if anyone could check the actual stats, that would be great, too. |
After the last patch Pioneers can 1v1 Riflemen, perhaps not as consistently as Strums but they definitely can.
Latest patch made no changes to riflemen or pioneers, and they couldn't 1v1 before... |
That ability is bundled with some other bonuses for Wehrmacht tho, like getting a 5th pioneer for 30 munitions. This would be only to Riflemen, unless you want to see 5 man rear echelon turn into 6 man rear echelon.
Sure, but it also working on Pios isn't why the Ost Vet upgrade doesn't have so many bonuses. Either way, the initial suggestion is simply too powerful; this is what would happen every single game:
Half of rifle squads have Vet Leader + Bar.
Use flare to check for MGs/Flanks
Fire up to rush grens, taking less HP damage due to 6-model squad size and %RA reduction.
Do tons of damage at close range due to Bar, extra Carbine, also rifles just being better at close
Vet even quicker due to +10% xp
It would snowball so incredibly quickly.
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WAY too much utility/power on that Veteran Squad Leader:
-60Muni
-Weapon Slot (1/2)
+1 Model
+1 M1 Carbine
+5% RA Reduction
+10% xp
+Fire Up
+Flares
Seriously, by comparison, here's the OST Veteran Squad Leader:
-60 Muni
-Weapon Upgrades/MG42
-MedKit Ability
+1 Model
+1 G43
+15% Reduced Weapon Cooldown
+10% RA Reduction
Honestly, just copy the OST version and replace the G43 with the carbine. Keep everything else the same (this would take both weapon slots). Right now it's just a 'turbo' button for rifles to give them even more of an early game advantage. |
Found a stuck spot (by accident... cost me two grens) on Eindhoven by the left-most point. There is the option to vault just below where the pios are, and if you do so, they can't leave that position (unless you vault again).
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rifles always lost by STG volks blobing and lmg grens blobing even they have BAR
Rifles with double BARs are the strongest non-doc mid-range unit in the game, especially with vet. And these days you rarely see gren blobs; but 4-5+ rifles with double BARs are the norm. |
Well, hopefully it'll be re-added at some point in an 'as intended' implementation.
1. Drive into enemy base with 251
2. Set up
3. Retreat whole army
I hope someone has a replay.
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Hey, thanks for the advice. It's nice seeing a fresh perspective on things.
This game was right after the patch, so I don't think I had experimented with the new docs/unit changes (PGs, AGrens) all that much at this point; but you're completely right about adding in a PG instead of a 3rd gren.
As for the early pak, I think that's just habit from being hit so often by a fast LV, especially since they were holding both fuels for so long at that point. But again, I guess the PGs would also fix that problem. |