1) Give USF actually mines
2) Nerf Jackson acceleration
3) Make other OKW doctrine more viable and nerf grand offensive
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To fix the howitzer , i would get rid of autofire and add a new ability called close fire support
Close fire support
The howitzer will fire at what a designated officer squad(captain, Lt, major) is engaging for 20 seconds. With the shots being more accurate as time passes.
50 munition.
So you will have to designate a squad for 50muni and it the howitzer would shoot at whatever the officers are shooting qt.
I was thinking of this as it replicates how american artillery works during WW2, makes the officer more than just a glorified riflemen squad and requires more micro and isnt as cancer as autofire. |
It is simple. If ally fanboys dont want the cap speed buff, then add a 5th men to every axis squad, to increase the survability in the late game stages. Every ally squad has 5, 6 or 7 models.
People already complained how 7men cons with vet. Now imagine 5men shrek squads and 5 men grens. OST will become hilariously OP. Allied squads have weaker survivability per model . I would a explosive damage reduction on grens at vet 2/3. Pios can get 5 men squad though, maybe aftr T4 is built and it is at vet 1? |
If we gonna talk about realism 88 mm gun can rip apart any allied armor so I think we should stay out of that.
If you want to talk realism, the soviets should have near unlimited man power, Allied tanks would cost 20 fuel or smth and USF would have unlimited munitions. So lets not talk about realism shall we? |
In team games that rate of fire is irrelevant againts TD spam.
get an elephant. That thing slaughters TDs in teamgames. |
Problem is, that should be the role of StuG E, not of Brummbär.
Edit: not to destroy the hole unit situation, I think best would be to make Brummbär exclusive instead of StuG E.
Would the Stug E than be in T3 or 4? |
Or give it switchable AP/HE shells like the Sherman ability? Should be less effective with its HE than the Sherman/Tiger but still be able to do decent work when it faces infantry.
While that would make panther (finally) viable in 1v1 , 4v4 teamgame panther spam will become more cancerous than it already is. I was thinking making the panther upgraded Mg stronger or put the HE rounds under vet? |
Ost bunker need 1-2 pop cost. Cancer in 4v4
Rarely people use bunkers in 1v1 no need to nerf it more. In team games, just get AT guns or indirect. |
IMO not really in topic but rife long range dps should be reduced slightly. Grenade cost reduction is good cause nowhere ever techs it. |
The stuart really reminds me of the E8. Both are trapped between two classes. The Stuart trapped between a AI Lv and a AT lv making it to powerful against 222 and luchs while useless against Pumas and lacking any utility. Its AI is slightly better than a AEC/puma but is nowhere as good as aT-70 or PZ2(it dosent have to be) .The E8 is trapped between normal(Sherman,T34)/slightly more powerful (PZ4, T34/85) mediums than have good AI/AT and premium med(comet/panther) . It lacks the durability and AT of a premium med yet lacks the AI of a normal medium. Both are trapped in between and most players prefer picking more specalised tanks. Than a “generalist” that seems to be lacking any speciality. |