I think this change is a bit too much, if I'm understanding it correctly. So when the OKW use the forward reinforcement truck, all their reinforcements will cost 20% more. It's a global change too, so if they reinforce at their base and the ability is on, then they will pay the penalty price. I don't agree with this direction. At least make the penalty occur only from reinforcing from the truck. |
The cons will not win at close range if they take too much damage coming in. Grens have very good close range accuracy and eventually when enough con models are down, rate of fire will no longer carry the cons to victory. For that reason, cons may be forced to engage at an unfavorable long range. It's find that grens have good long range, but the gap is unfairly large. It's about as unfair as shock troops vs grens, but without the cost difference. |
This is going to be an ugly mess of text. Making your own site and database would be better. |
More skins please, balance sucks |
Might I suggest taking a week long break? A weary mind can affect your performance. God knows I get a LOT better at playing the game after some time away.
I agree, take a break. This game can be a mental drain, take some time to recharge. |
The 5 year plan without income was such a great idea |
That south park clip was hilarious |
Oh he got fed very well. It was on stalingrad, they parked the truck near the fuel and 2 of them constantly attacked the fuel sector. 1 of my ally was decent, the other not so much. There was some delay in my tech, but man I was surprised to see that JT so fast. I'm not surprised he had enough fuel, I'm just surprised he had killed enough riflemen to get all way there. That's just 1 game though. I felt this discussion was relevant to the goals presented in the dormant fbp that was supposed to look at the heavy tank destroyers impact on team games. I actually destroyed the JT, he didn't use it well, but even then I really couldn't gain ground because of powerful okw is in team games and the skill level of my team as a whole that game. If they were weakened I don't think it would be such a big deal that they could arrive kind of fast in ideal conditions. |
I've had far too many to crown 1. I've noticed that my worst teamates love to park units on my m6 mines. Especially while under seige. Also, the allied players that like to concentrate in one area and leave giant defense holes in other areas, which of course allows 1 or 2 players to occupy the whole team while their 3rd flanks for massive damage. |
Those are reference values, they aren't very good for actual in-game combat. How does that prove anything? There is cover, abilities, vet. All in the real game. The reference dps values are an average from one set of calculations, they aren't guaranteed.
The only thing this proves is a higher POTENTIAL for rifles to do well at close range. We all already knew that, but even then there are still other variables that will mess with these reference values. We don't just teleport to close range. Someone has to close in. Whoever closes in is going to suffer a dps drop, completely invalidating the reference values. Then there will be model losses, most likely by the closer. These lab values just don't work when we are discussing real gameplay, unless you adjust the formula for a wide variety of real gameplay scenarios. The best you can do with these reference values is calculate a long range battle, which of course is in the grenadiers favor, followed by volks.
You aren't going to arrive at close range on a volks or grenadier squad with just 60 munitions worth of expense. At best, you would need 15 munitions more to use smoke so models aren't dropped in the approach and your opponent has to be stupid enough to sit there waiting in the smoke to get hit by that 40+ close range dps potential. |