no just no. because if USF vehicle crews gets default Thompson all USF player will just hop out the crew and use like weaker version of assault engineer and let a RE get in to the vehicle to be the crew. we already sees M20 crews hop out act as a AT infantry and RE hop in m20, we don't need to make it to every case of USF tanks too |
Lmao molotov price incease? Are you broken?
well flame nade cost 30mu i don't see why molotov cost half the price with everything is same. |
First off, the vet buffs didn't increase DPS. Second, removing that would be like just removing Cons' Oorah! - it is incredibly defining to the unit.
well Oorah don't complete negate the german defense, smoke does, i am ok with shock have smoke as it is expansive and non spammable unit, however rifleman can be spammed also their smoke have super long range and huge area effect, so they can spam their smoke nade, one game I was dig in with OKW, the area cover with 3 bunkers 2 HMG, flak HQ, and a pak 43 and a panther, USF rifle blob just rush in and used 3 smoke completely cover their path and run in nade the pak43 to decrew it then attack ground with bazooka and killed flak HQ before smoke is gone, then they rush their 2 jackson to force off my panther. i don't know what i can do to stop rifle blob rush heavy defence position and smoke everything and kill every defense structure to with bazooka attack ground, bunker, HMG, Flak are all anti blob and it was complete useless against rifle blob. |
how about move OH, 222 or pak40 to T1.... |
That is probably intentional, as silenced Stens had a big overheating problem that forced it to be fired rather carefully for an automatic weapon.
that is realistic consideration, but for the fire rate as before, i don't think they are carefully using the silenced weapon to prevent overheat lol... super fast burst and automatic shooting i don't see the heat difference. |
the flame damage nerf only lower the damage by 17% to fighting position, bunkers and emplacement. molotov should have price increased since it is same as volk's flame nade, so those two should have same cost. not sure about bunker and fighting position, but flame nade on UKF mortar pit is still same effective in my experience, two flame nade still kills the mortar pit (1 of the flame nade is stand through by brace) so i think maybe lower the damage multiplier to 1 to balance the flame damage increase since the last few patch. |
Commandos were overnerfed, cut the nerf by 50% and it would be ok.
Ty.
the fire rate is fine now, but they forget change the burst time to normal, right now the burst time is too short. the burst time for sten is like 1/3 of normal SMG burst. |
all German infantry bonus need to be look at. right now allied infantry vet bonus is so strong the late game blob is almost unstoppable, HMG crew died so fast without doing much suppression. also i think allied rifle man need smoke nade removed, late game rifle blob with their smoke and bazooka, i find it really hard to defend against it. |
well after few games with preview what I felt is
-Tommies become too cheap to reinforce, it is a very OP unit if that map have alot buildings. quite alot new map have this. Tommies + vicker spaming into buildings really shut out Germans in early game, only thing in early game for OKW is flame nade, or OH engineer flamethrower. oringal price is fine or give in middle price 31-32 a model. (vicker vet 2 i always think it is too strong should nerf the vet bonus)
-after flame damage change mortar pit still can't live through 2 flame nade (one of them made through by brace) so i don't see much different. maybe the garrsion units can live longer trough flame.
-Wasp was fine now little OP again with flame damage increase. wasp still need some armor reduction, it is little too fat for german infantry to fight it off in early game, specially for OKW.
-Flak now kill garrsion unit too slow maybe increase the damage to garrsion? centaur seems fine at least don't wipe OKW at gun group in 3 sec now.
-Commando seems little weak now, need rebuff a little prob because burst time was too short as other mentioned.
-Churchills too weak now, before it can stand 6 shots from my Pak43, which is quite OP, now I don't need Pak43 to against it now, just regular AT gun will be fine. 200 armor is way too little, maybe increase to 230-250 and see how good it is. HP change is fine it was soak too much damage for its price. I think HP nerf and price increase and limit 1(or pop increase) should be the correct way to balance it. double Churchills push with some support behind them, i can't hold it off at all even with help of a pak 43 and a KT and two AT guns and 2 HMG and 3 bunkers.
-air raid was very OP and still very strong also all UKF off map support are very useful with huge area of effect, Hold the line, Strafing support, Concentrated Artillery Operation, Artillery Cover, they are all very effective and with little delay almost pin point accuracy. both strafing support pretty much kills all the infantry in the huge area. when can the german offmap support be like this? like OKW Assault Artillery, Howitzer Barrage, Zeroing Artillery, some with good damage but either very long delay or very inaccurate compare to UKF offmaps with similar price. not mention smaller radius.
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i think Royal Engineer need little more balance. i mean the price of royal engineer and tommies should swap or royal engineer to 320 and tommies to 240, because royal engineer is very effective in close range can fight strum pioneers with around 50-50 chance. |