LeFH is actually quite decent at punishing emplacements. Well, until the Helms Deep commander drops in the game that is.
Riegel mines are also fast to place and have a 100% chance to immobilize the affected vehicle. Also, even if your engineers do spot them, they are very difficult for a player to actually spot them on the ground, due to their shape.
Valiant Assault is an amazing Volksblob enabler. That enemy tank thinks it can run away? Just press valiant assault and yolorush it with your Schrecks (make sure you have a minesweeper Sturm mixed in with your blob, though, so that you don't run over a democharge).
Sector Assault is also a very good sim-city counter.
Riegel: completely useless against USF and requiring HT makes it really niche.
Valiant: that's more of a problem of Volks. I don't think the sprint is bad, rather than whenever i test the ability i don't see the accuracy been increased (maybe cheatmod problem?)
Sector assault: i'm not talking about Assault artillery. I'm talking about the ability from Overwatch. Really underwhelming for 250muni.
USF at gun imo is too frail, weak, and muni dependent to effectively use outside of a scenario where you have the entire map, floating MP with a Sherman force and the enemy builds a heavy or something
Make price 320 and
Due to its frail nature make take aim a vet 0 ability, make vet 1 passive pen buff not as strong as the tungsten anmo
That's because it's the only AT gun which has a crew with a 1.25 received accuracy. All other are at 1.0 or 0.85 for the rak. |
I think we might have a different concept between useless and requiring some slight changes.
SU
M3: it's dread to be a clowncar. I'll say we could match both rear and front MG to do the same damage but i'm not sure what else could be changed.
Katyusha: it makes more sense for it to have suppression rather than the PW which unloads all it's damage on 1 barrage.
T3476: better MGs, rework ram. There are tweaks that are worth trying (double T3476, replacing with 85s, etc)
Su85: changing RoF for penetration wouldn't be bad. Having a different ability than tracking at vet1 should also be good. Heck, if tracking stays, it should track vehicles, not infantry.
M42: make it a pseudo rak. (See mirage mod)
B4: not sure what could be done but i don't think it's BAD.
IL2: i don't want another skillplane but at least it should be worth the muni cost.
You forgot: Assault Guards, 152mm Howitzer, tank traps, Allied supply drop on teamgames (rip with AA HQ), HTD. If we talk about veterancy abilities i could go even further.
I guess i could go own describing each other unit. I'll limit to mention what is left
USF: Medics (allow them to stay still and heal slowly AoE, make it cost muni), IR pathfinder cloak, P47 single strafe run (for cost IMO), 240mm barrage (just make first shell accurate).
UKF: concentration barrage, Perimeter overwatch, antibuilding flame barrage, Forward observation post.
OH: PG performance between vet0 and vet2, Ostwind AA (compared to Centurion), Hulldown (interesting in theory, should reduce a bit construction), LeFH, Riegel, mechanized assault groups (Gren/PG), tank traps, sector artillery, assault Grens scaling, Stormtroopers with AT,
OKW: Valiant assault (i've never been sure if it actually works), Sturm Offizier lacking vet, Panzer commander (specially barrage), Sector Assault.
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Requiring LoS for abilities to work was a good direction.
If AA were improved such as expensive things are almost guaranteed to take down airplanes immediately (Quad upgrade, AA HT/AA Flak, Ostwind, Centaur) + changes like planes having health (mirage mod), i think it should be fine. I think AA should kill planes faster but have a bit smaller radius instead. |