While I don't agree with everything on the list, I do agree with the general direction you are going for.
BTW I have heard from a reliable source, that they are already testing out faster building sandbags in beta. |
In my opinion the first shot of a pak should always hit.
What about a zis? |
So basically the eastern front mod for vCoh |
The katyusha is actually already pretty crap against it unless it uses it's precision strike ability. |
How could anyone be against a second German faction? There´s just so much stuff left out.
King Tiger, Jagdpanther, Jagdpanzer IV L48 and L70, Hetzer, Nashorn, Hummel, Wespe, Marder I-III, StuG IV, Puma, Panzer III, Jagdtiger, Nebelwerfer, Fallschirmjäger, Wirbelwind, Möbelwagen, Pak 38, Flak 36...
Some of this stuff HAS to be added if the devs don´t want to miss some great opportunity for epic fights.
Problem I see with minor factions: There´s simply not much to be added. It´s leased equipment from the big allied nations or no vehicles at all (Finland had StuGs and captured T-34s for example as armor, Japan on the other hand didn´t have any tank to fight anything bigger than Stuarts).
Because it's boring. I know lots people who play ww2 games are pretty big germanophiles and there is nothing wrong with that, but I don't see why we can't just expand on the one we have already rather then split it into two factions and probably eventually 3.
The axis consisted of more then just germany and I'd rather see a vastly different faction for the axis side. Perhaps something that doesn't rely on heavy tanks as the germans do. A japenese faction could rely on more defensive, ambushy, and near suicidal tactics that would be a good change from the germans more conservative, armor based strategies.
While it's true the Japanese didn't fight with very good tanks, they did build tanks that could rival T34s, shermans, and even the german Tiger, but these where kept on the mainland for the expected invasion that never came. Which is the big question this thread is asking, which is would it really bug you that much if these vehicles were used to flesh out an interesting and unique faction like japan or Italy like other games have done? |
Does Dusche retain the last man like 120mm does?
of course, it has the same animations as the maxim which could always retreat with one man. only mortars and at guns die at one man and that's always been more because of animation limitations. |
Its decided.
Reduce Shreks aim time, and compensate that with an increased reload time.
Shreks need that first more immediate salvo to offset deliberate abuse of range, LoS, the Shreks own input lag, and their current "lolhowdoifirethisweapon" bugginess vs armor that deliberately resets its aiming while moving in and out.
With the increased reload, it results in the same net total in longer engagements and means in the open field, they will still get facepunched as hard by AI as they currently do.
Yes, the T70 is an anti-infantry tank. But when Ost drops 360MP/120Muni on an infantry unit, that becomes an anti-tank unit, and the T70 can rightfully fuck off somewhere else instead of lahughing while exploiting range and LoS.
It's decided?
I'm all for talking about nerfs and what not, but neither you nor anyone here get's to "decide" anything. At the end of the day it's up to the developers. quit frankly it sounds you are getting quite the big head. |
Yes, which means its impervious to small arms, unlike all other light vehicles.
Which is exactly why, at that timing, the Shrek needs to be more practically effective vs it.
This is currently not the case, due to the indirect result of T70 being able to move in and out of range or LoS while the Shreks cant get even a single shot off, while bleeding generally 1 PGren per T70 hit.
Currentky it can just play cat and mouse with them, as the cat. Whereas at their enormous expense, its the Shreks that should be the cat, or atleast a mouse with a very big stick.
T70s general AI efficacy is fine. But when Ost invests 120 Muni on a 360MP unit, it needs to fuck off entirely.
Does it currently? No. It can just bleed them from range and moving in and out of LoS while the Shreks bug out and cant get a single shot off.
Perhaps the solution is a shorter aim time on Shreks. This can be offset by increasing the reload timer.
To the result that Shreks can atleast get an initial salvo off, while then taking longer to fire the second.
In this way the aim time reduction, coupled with a longer reload, would remain largely the same net result in more protracted engagements vs Sovs later heavier armor as well as in infantry engagements throughout.
If every map in this game was an open plane I might be inclined to agree with you nullist, but it's not.
While the panzerschreck upgrade turns Pgrens into an anti tank unit, that doesn't change the fact that the T70 is an anti-infantry tank. Both units essentially counter each other. T70 is able to kill pgrens if it uses its advantage of being a tank and stays at range and keeps moving, and if pgrens within range they can kill it far faster then it can damage them. To think that just because you got the upgrade means that they should beat the T70 under any condition isn't realistic or fair. |
it stil goed for mortars and they got a pretty big minimum range. the piont is more how caan for axample a p5 shoot a unit wile its under his barrel like right under its just not real
In real life, gun fights didn't take place 5 feet from each other. In real life, a tank died if hit even once. There are plenty of things in this game that are unrealistic, the real odd thing is that this perticular subject is what you decided to make a big deal about. |
It's not supposed to be real. Its supposed to be fun and if players had to constantly manage how close to a unit they are it would be really frustrating. And to be honest, no one really cares. |