I dislike what you did with snipers and tank shells. Brummbarr can only kill 2 at a time? What about tiger? They aren't in the meta and now they never will be. They were really good against blobs and now they can only dmg 2 models in each shot? |
You're exaggerating quite a bit, it is rarely feasible (let alone advisable) to charge through yellow cover at an HMG... you'll still get suppressed despite the player-made (or any) yellow cover.
Not to mention that generally late game, buildings and environmental green cover has been destroyed. If you took away the advantage of crater/player created cover late game infantry would bleed even more heavily than they do now.
Short range troops already suffer late game because they're always forced to close in to do any damage. On one or two maps this is fine, but on most it becomes increasingly difficult with the late game power of LMGs, tanks and in general large armies running around.
It also doesn't make sense within the context of the game. My squad is inside a crater, which the game displays as yellow cover but I don't get the bonuses if I'm moving? It's awkward and counter intuitive.
A change like this would be an indirect buff to LMGs, which are already disgusting in many late game situations while directly nerfing a handful of units that aren't at all problematic.
The HMG gets killed by infantry even if it does suppress them. I agree it would make lmgs more potent but thats a different issue that can be solved by limiting lmgs from racks to 1 per squad.
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This would ruin close range infantry in 1v1. Please no. Clever/good use of cover is the sign of a good player and close quarters infantry are already at a major disadvantage, most especially in the late game.
You call walking up to an mg and gunning it down through a sea of player made yellow cover crates "clever"? I find the late game craters just makes long range infantry and hmgs fair less useful since the CQs infantry basically have a shield when walking up to them.
Think about how much easier it would be to chase down that sniper since it no longer takes less RA while walking through all the craters?
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What about the state of player generated yellow cover during the late game?
I would like seeing player generated yellow cover (most sources being indirect fire) getting a different category (not light) which doesn't grant suppression buff but retains the accuracy values from yellow cover. This way, MG suppression performance doesn't change as much during early game in comparison to late game.
This is what I'm trying to get at. The craters... |
Well panther sure looks weak in terms of DPS. And that's assuming he's stationary too. He misses all the time when moving... |
1. AVRE will be in sight.
2. AVRE needs to turn turret probably
3. Shell is not isnta like rocket of ST.
In other words, if you move/retreat in
time, AVRE will hit empty ground.
The turret needs to be fixed. Agreed. However, you can still aim behind the weapon team to anticipate their relocating. |
It only matters if you are preemptively dodging a grenade before you even know they throw it. 80% of the time it still gets cast at a normal time, so how is this bug good help for dodging nades? It only is a semi-rare punishment for the grenade user.
Ah I misunderstood you. I thought you wanted to take away any grenade animation so that as soon as you click the ability the guy throws/fires the nade. |
I would still like to see grenade response timings fixed. Ordering a unit to throw a grenade often comes with a delay, the action should be instant. The same is true of issuing orders to mortars which often sit for quite some time after an order is given. Units should feel responsive, not like they are stuck in the mud.
We need time delay between grenades otherwise unit preservation would be way harder and units with nades would be evemore deadly.
Aside from grenade throwing I agree about faster unit responsiveness, especially for mortars. |
In current state, turret is disadvantage and you must be playing agasint brain dead opponent to hit anything on the open field.
Weapon teams. |
AVRE shares the highest HP of any tank, auto reload, isnt easily abandoned and taken, and has faster reload than the ST.
Also it can shoot over shot blockers. Also costs less fuel
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