I have a slightly different implementation suggestion.
Face the turret the same way you currently face team weapons (click and drag). To indicate you are turret facing rather than moving the tank, hold ctrl or shift or something. This would be easy, fast, and give a finer grain of control than a toggle button or something.
It should work like this.
1-Toggle button for tanks and AT to just target vehicles
2-Your suggestion
3-Turret won´t move unless a valid target is on sight. |
EDIT: it´s a shame since i was going to adress some missconceptions (like Guards "Armor") but then i saw your post on the other thread.
Are there issues with the game. Yes. But from your posts it seems either a bias towards a faction or the need to learn some "deep" knowledge" on how the game works.
You do have to treat them with kid gloves until they reach vet 2, as they are quite fragile for their cost until then. But yeah, they can easily flank and turn a fight around. And once they get vet 3, with supporting LMG Grens? Let the carnage commence, nothing short of vet 3 Shocks or double 1919 Paras can survive.
Problem is damage dropoff and the need of "meatshield". Against soviets are fine, problem starts with rifles with double weapons.
No offence, but thats rather ironic considering your playercard which is entirely Sov.
Not to be offensive but, would you kindly show us your playercard? Why criticize when you don´t show it yourself. |
"Unflankable" units on corridor/urban maps. I think i know what is the problem. |
What I mean is, if you were getting demoed and losing full squads, would you still be saying it was ok? Hypothetically. 'Cos for me it spoils the game to have a 2-click squad deleter
Stuka.
/troll-flaming mode
Also, am I wrong or in the past did you need LoS to detonate it? Was that true, was it changed?
Yep, before you needed LOS.
Problem with Demo is that you need to spend EXTRA munition (or wait till the mortar, shrecks, AT gun or tanks hit its) to "safely" remove it.
Minesweepers should either disable the detonation or make it to be able to be targeted by small arm fire. |
As always, a good overall post.
USF:
Rear echelons: i think it´s part of the faction design that they don´t have mines. But i don´t see with bad eyes if this changes are intended to make RE a viable to unit to make.
Zooks: either 1 of the 2 changes. Not both.
Dodge: i would rather see it at 1CP rather than tweaking the cost.
SU:
-I would love seeing T70 and Su76 swap.
-I would rather see a performance tweak on the Penals rather than giving Cons plain upgrades
OH:
-...
OKW
-MG34 could use a cost increase to 240 but not as high as 270.
-I guess the MP change on Panzerfusiliers is to take into account their obvious upgrade later to G43s and cost performance.
What´s your opinion on:
-Swapping T70 and Su76
-Performance of units with upgrades. For example: i see that giving 2 LMGs to Obers would both "normalize" it´s DPS while also increase the risk of dropping.
-Stug G role as semi AI/AT.
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See my two last points in the above post for my answer to that.
Which are not answering my points. That is not going to affect the performance of the units, both call ins and stock units.
I think it´s an obvious answer of what unit would you field between a 76 or an 85. There is still no place for the SU76 and the overlapping T70.
OH is still going to suffer from a mp draining teching system, Panthers are not going to see the light in 1v1.
I´m gonna say this again, it´s not a matter of JUST attaching Call-ins into Building/Tiers, you need to change the performance of stock units to put in line with both new factoins.
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I guess if we just continue to veto the map, is going to go out of rotation soon. Again. |
I dont understand this though.
How does requiring T4 tech for callins, not make T4 attractive?
Its pretty attractive, if you have to build it to get your call-ins.
And you still are going for Call ins tanks, you are not improving the viability of other non call in commanders because stock units are lackluster (or it´s synergy), specially in comparison to WFA units. (I don´t see OKW meta to go double P4 and while E8 are good, the other commander can play perfectly with Shermans, Jacksons, AT guns and zooks)
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What about the MG positioning opposite to the direction you want ? |
Be wary of what you ask cause it might come true.
Haven´t we had a similar situation on release? Yeah i know many things have change but something i think you might be ignoring is WFA.
1- I wouldn´t touch infantry. Not worthy the struggle with this.
2- What about light vehicles and medium tanks ? Dodge, M3, M5, 251 and on the other hand command tank, Stug-E, Sherman,single T3485, Ostwind... Command Panther, double T3485 and P4 are "heavies"? I think they need different requirements. Also on how teching works on WFA, it´s not a struggle for them to "tech" and use callins.
3- "3)Average at best cost effectiveness and performance of stock units, especially for soviet side as OKW and USF doesn't have this problem." Stealing his words and something i´m surprised you just dodge to answer.
US: can rely on Sherman in combination with Jackson + Effective escalable infantry (including light AT) AND cost effective teching system.
OKW: versatile tech system with cost effective units and abilities
That´s the problem with Soviet faction design as a whole, which relies heavily on doctrinal choices in comparison to both WFA or OH (before they killed T4 and strangely "changed" Stug role).
4- If you want to implement this, theres others thing which need to be changed for vcoh2 factions.
A- This is not specifically related to vehicles, but there must be certain rework on vet1 abilities.
B- Overlapping roles of certain units. Name it Penals with cons, T70 with T34 and Su76 on T4. For OH it might be the Stug.
C- Adjustments of heavy mp drain and fuel of Ostheer teching system.
D- I still feel that Panther could get a SLIGHT fuel (5-15), even if it has to trade a bit in convertion with MP.
Conclusion:
As how is the system right now, requiring tech for call ins isn´t going to make T4 (both OH or SU) attractive. Fix this and THEN add tech requirements to vehicles Call ins.
T3/T4 for SU
BP2 for medium (Stug E-Command Tank) and BP3 (Heavies) for OH
T4 for WFA (no much difference from the actual meta)
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