I think I’m just on a pistol kick of late, but I’d love to see more and better pistols. I’d vote improved Luger. |
Mostly for show. At least in the sturm offizier case. The Luger he uses has 8 damage and it's very very inaccurate outside of close range.
It would definitely make sense for him to swap it out for something better as the squad vets up
Huh, that’s actually pretty interesting. I kind of feel like we have a pretty good representation of rifles, smgs, and squad support weapons but it’d be nice to see the officers keep their pistols for flavor.
Maybe I’m just biased because I love having lots of weapon diversity in most games I play, but I think it’d be really cool if pistol rof and accuracy were increased instead to make them into semi competent close/mid (like carbines) weapons.
Anyone else prefer better pistols to a weapon change, or am I crazy for that? |
It isn’t just semantics. Balancing is largely subjective and there’s nothing wrong at all with having an opinion on something. The problem is when you start to state something which is an opinion as an objective fact. It shuts down the conversation.
The trick here is to state why you have the opinion you have, possibly present solutions, state why you think those solutions would actually be solutions. Just stating, “My opinion is fact!” over and over isn’t very helpful and just comes off as arrogant, or worse, ignorant.
You feel the Churchill’s acceleration is too high right? Why? Because it’s higher than the KV-1? Why do you feel this is a relevant metric? Given the Churchill’s acceleration, speed, damage, armor, abilities, why do you think focusing on its acceleration is the right approach? What even is the supposed problem you’re trying to address? I’m not asking sarcastically, I’m genuinely curious.
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Lago is correct here. With out predefined limits, the second you say “too” it becomes your opinion. Hell, even with predefined limits ordained by Relic, that’s still just Relic’s opinion of how a unit should work and the community often disagrees with Relic’s opinion.
Objective is: The Churchill’s acceleration value is 3.5. (This is an observable, repeatable fact taken from game files)
Subjective is: The Churchill’s acceleration of 3.5 is too high. You have now applied your opinion to the matter. |
I enjoy indirect fire units for the aesthetic and they are invaluable at times for breaking up defensive positions, but the feast or famine nature can be frustrating at times for both the sheller and the shelled.
One way I’ve always imagined mortars and field guns to be more satisfying all around, would be to keep the auto fire, but reduce the rof significantly. Then, make the rounds do full damage within the entire aoe area (no fall off) but decrease that damage down to like a third of what it is now. Finally, make barrages fire like 10 shells all in fairly quick succession so that they land one after another with about a second between impacts.
In this way, you get more consistent damage with fewer bs squad wipes; you have a tool that can more consistently saturate an area without relying on rng as much; and you have a weapon that is less effective without user input, but potentially more effective with it.
The values would have to be tweaked with testing obviously but I find this conceptually interesting. |
Guards can be actually OP and dont be seen quite often.
1st logic fallacy there: correlation does not mean causation.
I can name a simple counter example about this. Combat engineers must be OP, since they are present in EVERY SU game, sometimes even two or three squads present at the same time.
The point is, guards can be OPish because they can do multiple jobs quite effectively, more than other factions variants or even than other alternatives in the same faction, because they are quite durable by themselves as a premium generalist inf squad they are.
Early game until almost midgame can be played with guards safely. After that, when multiple mediums, heavy indirect fire and AI specialist squads are present, guards stop shining (for ovbious reasons, otherwishe it will be buttfuck OP). Therefore guards can (or can not) be OP without being spammed in every game. Also commander pick is a important detail here, not mentioned.
Counter counter point: Combat engineers are extremely OP. They are the sov’s only way to build base buildings and tech up; they sweep mines; they repair; they can upgrade to flamethrowers; they plant mines; aaaand you start with one... no wonder we see them every game with a sov player! OP as hell! (/s if it wasn’t obvious) |
Sadly that's impossible model wise right now until Relic renables model editing and importing, other way of doing it is through Widersteit's method which is a huge workaround and means that the vehicle needs to stop and deploy sorta like the flak HT where the new weapon magically spawns out of nowhere.
Dang, that sucks. I was thinking that the 251/9 Stummel would actually be the perfect thing to replace the IR HT with. Move the IR HT to spec ops like someone else suggested, and add the Stummel to t1. That would be in line with a lot of the factional rounding out changes. T1 would then also have access to AI and AT but halftrack based instead of light armor based.
Stummel could be a bit like the su-76 in the sense that’s it’s primary purpose was Light AT on a fragile chassis but with some form of supplemental AI as well. It could either have an AI barrage ability, an HE shell toggle, or a lockdown mode that increased its stats somehow (fire rate, aoe or range etc). |
Speaking of officers, does anyone know what the damage profiles on the various officer pistols are like? Are any of them actually combat effective or mostly for show? |
+1. Sturm Offizier needs an update like most of the other officers got. The friendly force retreat on officer model death feels so out of place now (along with the buff aura). Buff his squad size, give him another ability like a smoke barrage or recon, get rid of the aura and friendly retreat non sense and call it a day. |
I’d rather just see VSLs added to more commanders. I enjoy the mobility and survivability it provides but some variety in the commanders that provide it would be nice. Shooting on the move lmg grens would be too much of a fundamental change. |