I guess this is true. Although (it may however just be my allied bias) I think there's something to be said about the fact that the faction with one of the most cost effective mainline infantry, arguably the best tanks, and a nondoctrinal heavy does not get to build caches.
Meh, the "reason" is scavenge. It's not about the resources you get out of it, but denying support weapons from your opponent.
I wouldn't mind seeing the resource conversion back for OKW but with a slight change. Instead of swapping fuel for muni or viceversa, it should lower mp gain for any of either resource.
It´s not BS. You cannot allow to not hit luchs or 222 with pounder. If you had it well positioned and you would miss, resulting into gg for you because enemy will rush your down with 222/luchs, then it will be bad design and will force you to get AC. Always.
You could make it "good" against light vehicles/tanks not against everything. Also light performance is been normalised and giving tracking to piats will make less affordable to boom rush british lines. There's sniper and AT boys and it's not lacking in mines but yeah.
Huh, and yeah I know it's a clone of the Pak 40, hell it even says so in it's description in the mod tools I think, I'm not 100% sure, but I am 100% sure the Vicker's description says it's an MG34 clone.
Not sure what to say to this. You were doubting if they had the same damage and talking about caliber. I just told you it was a clone stat wise besides the usage of target table.
About the Vickers and description, you should had to be gullible to take description for granted. Vicker is a early game oriented MG which deals more damage than the MG42 but drops in performance during the midgame when there is yellow cover around (gl suppressing anything). It has pros and cons.
I'd trade any support weapon teams for Wehrmacht support weapon teams any day of the week really, just superior to everything.
Cause they are based on the original design of 4 vs 6 models. And there are several times on which opposing support weapons are superior when fighting their own faction. Take for example the USF AT gun. While not amazing against Axis, it's great against paper tanks of SU/USF. Maxim against conscript/Rifles.
trenches snip
I'm not talking about design, but balance wise. After you push out UK it takes an unrealistic number of time to kill it with paks, tanks or schrecks cause they will miss it as it has practically the same size as infantry models.
Take a look at the bunker and the UK trench model. Not sure why one is 26 and the other 2.
All "normal sized" AT guns have the same damage (160).
6Pounder is a clone of the pak40 but because DLC faction, it has a 50% bonus accuracy against vehicles. Some say it's there due to no snares, but i call bs. Still pak40 is god due to TWP.
Trenches are unhittable because for "reasons", they have a size of 2 (?) vs +20 of other simil structures.
Interesting and good to know facts. Much obliged HM-120 is 340 manpower I believe. I don't doubt the potency of the OH mortar. I know it was regarded the best mortar until the USF mortar overshadowed it. LeIG doesn't perform great for 330 manpower but everyone knows that unit is horrid for its cost/popcap but that unit needs its own string of reworks in its own regard.
LeIG i'll argue is fine, but it's not performing the role OKW needs (counter garrison/dislodging static position). It's a braindead unit which is gonna slowly bleed your opponent but it doesn't "help" immediately after been built. It has one of the less thought veterancy (why the hell i want received accuracy and faster movement!)
I can see your arguemnt for the pak gun/zis gun. As for the "turbo mortar" I'd say making the HM-38 mortar equal to ostheer wouldn't be bad at all, including veterancy. Yes asymmetric design but more or less it would be more balanced. If by turbo mortar you mean USF mortar then we have a problem.
I don't see how the HM-120 is "bad". It comes on very powerful commanders, has a larger AoE than other stock mortars and has a longer range. Vet 3 additional range are those mortars issues, not a soviet mortar issue.
But yes other acceptable nerfs could be reinforce cost and setup/packup time.
Guess what: USF mortar on AUTO ATTACK is completely equal to OH mortar.
So no, getting your mortar stolen as OH is a pain in the ass, specially if SU get's it.
All (normal) mortars get same vet 2 and vet 3 bonuses. The thing is, 120mm has double the xp requirements. By the time it hits vet1, other mortars are at vet2 (which makes their barrage recharge faster and are more accurate), hence more damage done. At vet3 they have (currently) on AA more range than the 120mm. This will be kept on barrage after WBP. You can get 2 normal mortars to vet3 with the same amount of XP required for the 120mm to get to that level.
The reason? Well, before hand, the 120mm dealt 120dmg, had way more AoE and cost something like 400mp. So it could actually level up well for it's cost. Since the (deserved) nerfs, it's been overshadow by normal mortars IMO. It retains it's OOHM sound, visual effects and RNG hits, but other mortars are generally doing more damage (if microed or not).
The benefit of the 120mm is that it's a call in, therefore it's comes immediately and requires no tech. But it costs 330mp (?) for something which doesn't perform as "great" for that cost (normal mortar been 240mp).
RoF is bad (per min, OH lands 7.2 shots, 5.4 for SU 82mm, 4.3 for SU 120mm) and takes ages to move around. If we take into account barrage it's even worst.
The AoE is bigger indeed, but it's the same damage. AND the barrage for some reason has a worst AoE (lethal radius for normal mortars is 1.0, AA on 120mm is 1.5 but on barrage is merely 1.1).
TL;DR: if you tech T2, just get the 82mm mortar.
PD: from ALL the infantry and support weapons in the game (not counting AT guns since they fight vehicles), it has the 2nd highest XP requirement, barely behind the Pack Howitzer from USF (which cost an arm and a leg but at least has a REALLY good barrage, shame only 3 shots).
It's not a bug (except for the part on which it shouldn't get abandoned on reload). This same behaviour happens with all vehicles (if they get abandoned) and with that particular OKW commander repair ability (it's specified on the description that the crew is REALLY vulnerable).
So why not just lower all support weapon teams to 4 men? It's equally hard to wipe a 6 man HM-120 squad and especially so because it only requires 1 man to crew.
Cause then you have to buff them to be equal to their counterpart. This means giving them turbo mortar and pak40 level of AT gun. Also if you make the maxim a 4 model weapon, then you have to spread out the formation so a rifle grenade or any other nade kills at most 2 models AND you have to give it german teleportation capabilities which are not currently implemented in the game (animation).
Finally, the 120mm on the current live version is bad. Specially when mortars get more range at vet3 (which a 120mm will barely hit vet1 and a half due to xp requirements).
Nerfs: increase reinforce cost. The problem is the concept (offensive MG, short arc, fast setup, etc) but it's too late to change it.
I also explained above, that the IS-2 is a unicorn for a good reason - it's just that the Tiger is even worse. Both should see some sort of rework, but with the buffs the IS-2 got over the past two years (while the Tiger didn't even get half of that) makes the IS-2 objectively the better tank.
The Tiger received the same changes as the IS2 on the last 2 years plus the increase on range at vet0. They both got their popcap reduced, CP increased, penetration increased, rear armor reduced.
They are equally good/bad with the difference that there are more Tiger doctrines, therefore you see it much frequently.
Sigh: for this to be avoided 2 things have to change:
-Critical while reloading removed.
-Critical while repairing removed (if someone wants to test it to see if it can be done with other vehicles such as KT)
I'm not as sure you could classify this as a bug, cause it's working as intended. More of an "exploit" such as ghosting but not necessarily an unintended result.
Simil ex:
-USF can gift vehicles since release.
-OH could HUGELY economically boost OKW with resource drops. Now that income is normalised, it can still do so through caches.
-UKF can "lend lease" weapons with the HT.
"Look, it's gonna takes us longer than expected. We are trying to deliver a solid patch but it's taking us more time than we would had like. I'm sorry for the frustration which is understandable...blabla :insert more PR words:
Reality:
I'm sorry for Mr Smith that he is slowly been assuming the role of "community patch manager".