Thank you for these. My sides are in the Andromeda galaxy by now. |
I am not of the highest caliber to be making balance judgements so take these with a grain of salt but a few things that I think need to be adjusted are:
-Rifle Grenade Projectile Speed: I believe in order to counteract the devastating effects of Molotov impact criticals Grenadier RGs need to have their projectile speed increased or as mentioned previously reduce munitions cost.
-Molotov Burn Time: Needs to be reduced slightly. Petrol bombs should do not last this long normally.
-German Sniper HP: In order to keep the single unit on par with its duo counterpart I think a small HP increase should be looked at.
These are the main points I see at the moment. There are others but I'm trying to weigh the pros and cons of every decision as not to be biased or break something else.
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As mentioned before there should be no issues if you just hold down right click and drag. Eventually it'll become quite intuitive where you can adjust arcs or queue a future setup position very quickly.
Remember that you can also do this with all other units to make sure they are facing the correct way from behind cover or to make sure your frontal armor on vehicles is always facing the threat. |
I like these implementations because in the more heated games they serve as secondary highly contested areas rather than it just being a full game of middle no mans land. |
That money shot of a crash. |
I've noticed a few games that consisted of this today. Beatable but VERY annoying and drawn out. |
The reason I find for the distinction between a targeted fire and barrage is that the barrage fires the rounds off in rapid succession. This is good for bombarding a dug in position by the enemy.
Target fire is better when you're trying to advance with your own infantry because a lot of times if you push the enemy will pull back. If you have a barrage up in the air you create a hazardous area for your own advancing units.
Whereas a target fire can be easily and quickly halted allowing your units to push further up without worrying about those shells you fired landing on their heads. |
Amusingly right after I made my previous post in this thread I lost an entire Pioneer squad to a moltov on impact. Needless to say I tried to dodge when the animation started up to no avail. |
Glad to see I'm not the only one noticing that infantry response seems a bit sluggish compared to the beta or vCoH. Dodging moltovs seems very difficult even if you see the animation starting now. |
I'm on the fence about whether this would be a good option. On one hand it would help balance out the fact that there are so many engine disables in this game and also that repair time was increased pretty significantly.
Then again I cannot think of a justifiable price to spend to keep it fair. Perhaps they also add some kind of 'debuff' when the ability is used?
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