I look at it this way. Cons were the worst troops pre WFA, so they got a fast MG that suppressed individual targets, allowing the Cons to overwhelm.
Now, Volks are the worst AI base infantry, in a faction that's designed to have the strongest and best early game. A bipod MG34 available at 0 CP could fill the role of the Maxim, only more support oriented. Very very narrow arc with a very very fast set up time, with extreme suppression and little damage.
This would fit the OKW theme (compare the Raktenwerfer to other AT guns) and also make them weaker at static defense.
that is what kurb is... it is shock unit and very uesless after 5min, also if the arc is narrower than maxim is too narrow. |
i heard DOTA2 have a reborn DLC in there there is custom map made by valve and it is 5 team 2v2s it pretty fun, i haven't try it yet, because i don't have the hard drive space in my laptop |
ya seriously ML-20, B4 and leFH need to move out of base, some art options can't fire at base which make them untouchable, also even stuka need two barrage to take it down. |
Also M36 and M10 get main gun destroyed crit from top gunner of a P4. So idiotic... They all should be fix asap
they should also fix that M5 Quad main gun destroyed can still firing its Quad, because Quad is consider as secondary gun while the MG guner in front is consider as Main gun, just need swap the weapon location in the code after the upgrade then it should be fixed, I don't see why relic not doing that. |
You are paying or sacrificng 160mp at least on the cost of a rear echelon and then paying munition to get the medics working. Same as OH cost.
ya i forget RE cost. ya the price is about same.
ambulance 250 MP 10FU RE 160 MP medic station 30MU = 410MP 30MU 10FU
OST medic bunker 150 MP + 60MU, 251 HT 120MP 30FU = 270MP 60MU 30FU (ignoring tech cost)
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lol you must be trolling, it balance not nearly often as i want it. |
well after some thoughts, i think it is fine i guess little bit cheap though, most ppl will prob let the medic jump out at base and setup there like OST medic bunker, then let RE in the ambulance follow the Major or infantries as forwarding heal and reinforce like OST HT except need be reinforce in friendly zones and slower than HT, if situation goes hot, major cancel its retreat point and units that fall back to base don't need wait for ambulance to run back to base to heal them. that is a dirt cheap medic bunker at base and a half function HT in front line. hmm....
Sigh, i don't want to discuss semantics, but been able to reduce popcap while bailing out is not a bug.
You could assign a higher pop to vehicle crews if you think it is really "gamebreaking".
for that I think should assign USF abandon vehicles some populations= vehicles pop - crew pop, as long as it doesn't get recrew by others or destroy the pop should stay with USF. |
that halftrack need buff like able to upgrade to mortar HT something, I think most people will willing to pay 60-90mu for it because it can call in as a shock use then turn into something that is useful instead of being useless. |
I rather they make medic garrison fighting position into COH1 style Triage.
that is a pretty good idea |
Well 60 mu I dose not equal a dead tank, and the fact that regal mines are doctranal doesn't either. Here is a example of my poit. Let's say you set a regal mine in the midle of steps, and your panther is on the both island. Now let's say a Sherman hits your mone, and you session your panther right away. But, being USF he has used the reaper ability and got away. This example is fine, you as the player set the mine up some were with nothing to kill the tank.
Now I can see the frustration, but again it is less frustrating then having a 1% tiger ace getting away from your TD that would of killed it other wise.
See the point. Example A the kill was not certain. Your Panther could of been killed, or his another mine. But, example B the only thing that stopped the kill was the ability. Now if you want to prove me won on this I want to yo take a USF tank, have it hit aine, and then see if crew repair can save it like smoke saves axis tank.
I will give you a hit as a veted USF player, that it dosent save you unless your opponent dosnt have a fallow op.
As to the comment on op, there are others in this thread to thank for that.
well Riegel mine is doctrinal and 1 of most expansive mine out there and require HT to land instead of engineer, so i am expect it to be more useful than the 30 mu mine as it has double the cost, as it can't instant kill tank anyway. (only Demo is more expansive and it is non doctrinal remote, anti everything and can still trigger once detected and can only be shoot to disable instead remove by engineers. ) |