And neither do the T4 poop units out, the units come from offmap.
But we can ofcourse also make the three Officer not spawn instantly, but only spawn for a 15 fuel 150mp side tech after you unlocked the tech already.
Fair is fair.
It does poop obers though. |
so 1000 000 buff to usa and then fix useless thinks in other factions. I think so many other thinks need fixing except all those USA abilities (hello 50% of ostheer commaders)
USF commanders have largely gone untouched by relic because of they have been preoccupied with the constant OKW revamps since WFA release, hell their core MG only just became meta 2 years after release. Ostheer on the other hand has had plenty of attention to abilities in the year before WFA came out, and even some after.
So what specific ostheer abilities are there that you think are underpowered? |
I forgot: do I&F Pathfinders have autosnipe like Jaegers? Do the Airborne variant still has them? At three men, there isn't any good reason to remove it, even given the arty strike.
No I&R pathfinders do not snipe and have 1 less man then normal pathfinders. Meaning they are pretty much useless in a combat role.
They are best used by hiding them on the map so you can have los on your enemy and sometimes call down the artillery when they least expect it.
Problem is they can't move at all while camoed making it real hard to use them to scout the enemy while also having only 35 range on the artillery meaning they often need to make suicide charges at whatever they want to throw their arty at, also giving plenty of warning to your opponent and risking wipes on the pathfinder squad.
That's why I was suggesting moving camo, so they can actually be used as dedicated scouts sneaking around, when you don't have 140 muni in the bank for a arty strike. |
Would love if the 45mm light AT-gun could be given the same gun as a t-70. Make it decent against both lights and a unique gun that can help with infantry, when it loses its usefulness against vehicles. I don't know about giving it the exact same stats, a 60 range gun that can kill everything before medium armor arrives seems like it might be a bit too strong, but he/ap toggle like the sherman is something that could be real interesting. |
While some abilities are underwhelming and need buffs, there is also a lot of eastern front commanders that are kind of redundant.
Some abilites could be merged such as merging Hit The Dirt with the Conscript PPSH package (and maybe increase cost to 60mu), merging tank traps with the small PMD-6 mine and AT gun ambush.
Those are some of the obvious ones and it would help solve some overlap and also give some mediocre commanders some more usability, IMO. A big one that's always stood out to me was NKVD. It's nothing but munition based abilities, even overrlapping ones like prapaganda and flame arty. They should really throw the unused NKVD officer in that commander. |
This recent patch has done a lot to make all core army units viable, and I would say all core units at this point are useful to some extent. Unfortunately I can't say the same for the commanders. Many commander abilities have been ignored for a long time and with the core units in better shape then they've been (other then usf mortar and bugs) I believe it's finally time to turn our attention to our forgotten commander abilities.
So here's a nice list of commander abilities that could really use buffs:
All Howitzer based units
Static howitzers are destroyed too easily by cheap call-ins and all howitzers, even the moving ones, are upstaged by their rocket artillery equivalents. They should have more AT utility through stunning or crits to better define them against the rockets.
USF
* In the worst state when it comes to commander diversity. Only has a few fully viable commanders and has the most underpowered abilities.
105 Sherman
Questionable if it is even any better at AI then a normal sherman, yet is more expensive and has little to no AT. Needs either more range or better AoE/damage.
Advanced Vehicle Crews
Made for an extremely niche purpose, that is prett much unused by USF. Needs a complete overhaul or replacement.
Assault Engineers
Good when they come out, but bad durability scaling means they rarely last long in a game thanks to their need to be so close to the enemy to be effective. Should receive another man at vet 2 or 3.
I&R Pathfinders
Dedicated scouts and artillery unit, that is neither good at scouting or calling in artillery. Needs to be able to camo when moving in cover and artillery range should be increased.
M8 Greyhound
A terrible light vehicle that can't even take on a 222 despite similar role and being more expensive. Needs some general buffs as well as coming stock with sideskirts as this is a redundant upgrade that everyone uses anyway, and hurts an already munitions heavy commander.
Recon Sweep
Redundant thanks to majors recon which does the same thing for cheaper. Doesn't even provide consistent vision to support indirect units. Should be replaced with loiter.
Airdropped Combat Group
Overly expensive for a late game infantry call-in. AT gun should be removed since it is a liability for using this ability behind enemy lines like it should and inflates the cost too much. Para types should also be consistent as well.
WC51
Decent unit but heavily overpriced. More expensive then a 222 in manpower and fuel.
M3 Half-Track Assault Group
Because who doesn't want 2 0cp level units at cp3. Just a terribly weak ability that is never used, should be replaced with a M5 or M5 with assault engis.
Paradrop Crew Weapons
I'm still not quite sure why this wasn't like it's coh1 equivalent. While some use it to get around teching limitations, at least one of the abilities will be useless. Should simply drop with a 3 man squad to crew it so it can actually be used to reinforce the front quickly.
P-47 Rocket strike
Much less effective then it's Ju-87 equivalent despite same price and role, as well as inconsistent thanks to the scatter of the rockets. Needs either reduced price or better effectiveness.
Time on Target Artillery
Has an extremely long wait between the smoke and shells hitting. And doesn't even drop that many shells. In comparison the mechanized artillery drops faster and has more shells. Should either hit quicker or drop over a much larger area.
UKF
Foward Observation Post
Because who doesn't want to pay manpower and fuel to access full priced, mediocre abilities within a limited range... Abilities should be discounted due to the initial price and limitations of the ability.
Artillery Overwatch
I just tested this ability. Despite constant sight on multiple squads of infantry in friendly territory, it failed to kill a single non-moving volks squad. It fired at that single squad for the entirety of the ability too. Did I mention this costs 225 munitions. Yeah it's pretty terrible. It probably shouldn't be tied to the base howitzers at all considering how long it takes them to change between targets.
valentine
It's scouting ability is good and all, but it has to be a little good at fighting or else it pretty much is an overexpensive IR halftrack.
Soviets
B-4 203mm Howitzer
Used to be good when it wasn't hitting units with pinpoint accuracy. Now it's damage has been nerfed heavily, not only does it rely heavily on RNG even with direct hits it simply isnt very rewarding. AOE and damage needs to be adjusted to make it useful.
M-42 45mm AT gun
A weak unit that is useless the moment the first medium comes on the field. Needs more utility either through some sort of stunning or snaring mechanic or giving it some AI utility.
KV-1
Even as a lighter heavy, it simply isn't tanky enough to do anything reliably. Needs more endurance
OKW
Flak Emplacement
Too easily decrewed, and has trouble with elevation. Could use an extra man so it isn't turned on you by a single nade.
flammpanzer Hetzer
Generally low lethality for an AI specialist, just needs to do a bit more damage.
Whermacht
Assault Grenadiers
Similar problem as assault engis with bad scaling. Could just generally use better vet bonuses to keep up with allied infantry.
Trench
To easily turned on you by the enemy, thus rarely used. Should be identical with brit trenches.
|
Generalist light tanks capable of surviving 2 hard ATG shots, wiping retreating 4 man units and arriving at the 5 minute mark need to go.
You are right. Luchs should be nerfed, it's too powerful against brits. |
still no fix for USF mortar. Seems relic consider that it's working as intented and nothing will be changed in near future about it Yeah, now we have to deal with ostheer players whining about USF for probably a whole month.
I don't know what idiot "intended" this though. We tested a perfectly good mortar for months in the balance mod, only to have it ripped from under us at the last minute and replaced with this monstrosity that is twice as good for no real reason. |
P4 will win vs every default medium head-on due to higher armor unless you get really bad RNG, thus it is slightly more expensive.
It also wouldn't be very authentic if Germans could produce mediums as quick as the allies. |
Can we close this thread. This stopped being about the panther a long time ago. |