the simplest way is to increase ost sniper's reload to 5secs and add in a 1.25 received accuracy modifier for all small arms for all faction snipers, then standardize all faction's snipers to camo at the same speed.
this way they are highly reliant on positioning, camo and infantry screens to be able to bleed squads. revealing themselves to infantry means a rather quick death or instant retreat as long as they are in firing range.
this will prevent snipers from being used as solo units, fire a shot, kite infinitely and be used without a proper infantry screen. |
a simple cost reduction would do. the KT is kinda at a good spot now, nothing too insane, you cant really rush it into combat and it finally has counters. its still a power house against most allied tanks.
its gun performance is really good, decrewing AT guns in 1-2 hits and killing 5 models per shot. if the armour is going up, its accuracy and AOE needs to be toned down, so its wouldnt wipe infantry so often.
remember that 1kt vs 5x AT guns vid? yes we dont want that ever again, thats what 425 armour does to things. |
love the new guards, they are finally doing some work with the ptrs and dp28s. having 30 kills on a squad is pretty common especially against volks spam.
erm, rifle nades still rape guards pretty hard. grens still match guards pretty well when playing defensively and engaging them from cover. rifle nades just tips the fire fight massively in gren's favor if you manage to land a good one.
still though, its quite insane on conscripts, a different weapon profile would fix it. have them at 0.15/0.35/0.45 chance to hit infantry instead. |
its borderline op, it needs a small damage nerf with a normal barrage, not a creeping barrage style.
its not exactly super expensive either, it has superior protection and double the hp of other rocket artillery and in a faction with hyper-efficient teching costs.
too many times rockets fall way too close to each other and wiping infantry and support teams. though there are times by the hand of god, it kills nothing. |
sounds like precision strike on the 120mm is the biggest problem. its normal barrage is inaccurate as pudding and its rng/cover mechanics thats screwing shit up.
then its simple, nerf damage to 60, keep its accuracy. remove precision strike to a buffed infantry tracking to find new targets of opportunity then increase rate of fire to compensate for the dps loss and reduce its cost to 330mp.
this way, it will never 1 shot a full health squad, kills only damaged models and only potentially able to 1 shot very wounded squads.
this is what all mortars should have been, not lethal on the 1st shot, but a bloody menace to wounded squads, requires multiple hits to kill. if you are taking fire from squads and under mortar fire yet you still stay in the zone, you deserve to lose the squad.
but, other light indirect fire options all have this 1 shot problem, they kill on full hp models on hit. wehr's mortar, both MHT and 81mm does exactly the same, fires faster and rapes squads just as hard. its not just the 120mm.
the only thing i do agree is, precision strike is far too powerful as a counter barrage ability. i love it but i do feel cheap at times for using it. |
it has the best potential to squad wipe because of its range, there's no need to rush into the enemy and give away your intentions of throwing a nade.
squad bunching mechanics plays a part, but shaving off 3-4models off a squad is far too effective.
i can handle handgrenades, they are fairly easy to dodge, require some sort of judgement to score a hit. but riflenades? far too easy, far too effective and way too good on a unit that is already built for long range combat.
against maxims though, maxims are a problem of their own, its really against infantry that is the real problem.
1)give it a timer on landing, keep its current effectiveness. make it so that people who dont pay attention to their infantry takes a good hit. |
The point I'm saying is, were Soviets' late-game intended to be built around their call-ins, there would not be commanders for them without late-game call-ins. If it were such a simplistic design rule, the large amount of commanders contrary to that would definitely have not happened.
competitive commanders are actually the one with call ins.
still waiting for a guards is2 commander. oh why not slap in a mark target and conscript repair too.
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I love US teching
When I play every other faction I have to commit to an opening. With US I don't have to worry about that and rifles are a solid enough unit to get me through any enemy opening.
USF is all about adapting. That's why it's important to try and read your opponent. T1 if your opponent goes heavy infantry and T2 if he is relying on vehicles or defense. If you mess up you can always get bars or zooks to balance it out. And no matter which way you tech you can always get out a decent light vehicle. And T3 has whatever type of armor you may need.
If you really want to spice it up with a different start then that's what the doctrines are for.
Any change would force too many light vehicles into one tech making that worthless since you will only buy one unit. Or make USF early game too strong. There is a reason rifles are slightly stronger then most basic infantry.
I always laugh when teammates ask me what I'm doing, because if I knew I wouldn't be playing USF correctly!
its not exactly just openings that should be considered. problem is when stuff like jadgpanzer, elefants and jadgtigers are in play. these things murder US armour. that is when you need hard AT that isnt jacksons.
considering zooks are horrendous. the next best AT is AT guns. now if you didnt choose airborne and hadnt gotten capt tech, that means AT guns need another 80 fuel. and to shell out 80 fuel at late game, that is really horrible.
thats when US tech is horrid. |
1) guards infantry are arguably better than shocks at some maps.
2) t34/85 are quite subpar, only thing they are good for is that they have 800hp and do not need t3 tech. still, they come with paper thin armor and an average gun for such an expensive late game tank. not enough dps to scare away tanks, heavily reliant on rear hits and often more trouble to micro than it is worth. i would take a panther over t34/85s anyday.
without mark target they are horrendous. give me mark target that boost penetration rate rather than damage.
3) no comments.
1) horrible idea, soviets are heavily reliant on call in tanks. rather than shifting mark target to them, buff their standard non doctrinal stuff.
2) no comments.
3) make field guns resistant to dive bombs, but decrew them.
4) yes its useless, vet1 smoke to tanks please.
5) niche unit, great to terrorize t1 units without faust or schrecks and most importantly, chase down kubels. avoiding faust and schrecks is key to its survival. |
vet1 smoke for is2 please. |