Yes, pretty please. I would like to see:
Frontarmor-hit
1) Guaranteed stun (duration highly debatably)
---either a full stun (like target weak point)
---or a temporary immobilisation (tank can fire and rotate turret)
Reararmor-hit
1) Guaranteed engine damage
2) Optional stun
Vehicles and light tanks can be excluded from this rule and always receive engine damage.
Remove heavy engine damage or allow it only on units below 25% health.
Other status effects are only extra RNG fluff to me and not necessary.
How will these changes actually work out in the game?
-there is no randomisation (apart from will it hit the front-half or back-half), heavy tanks don't have to rely on their luck
-stun (from the front) is more powerful than only an engine damage if AT guns (or other AT units) are in range --> just like target weak point
-stun (from the front) is useless if there are no supporting units nearby --> tanks don't have to be constantly backing up from one single infantry unit = faster game pace
-engine damage is almost guaranteed if 2 infantry units work together, stronger emphasis on combined arms
-showing your front armor to infantry to an extend more important
I really like these ideas. |
S-mines are fine. I am playing only soviet right now. By the time the first S-mines arrive I have a mine sweeper. It does mean I have to get minesweepers now, but I think that is very fair. |
You do realize osttruppen have the exact same faust as grenadiers? To be honest the only axis infantry more dangerous to soviet vehicles than osttruppen is PGrens with shreks, as the extra 2 men make it harder to wipe them and the super cheap reinforce lets the german player play riskier with them to get fausts off.
Fausts also have a short range. Not really sure how soft infantry target walking toward a tank to maybe get a crit is going to scare off my tanks. I just back up slightly and then kill more of their men. Meanwhile they walk deeper into my territory where I can crush them with infantry.
They can play risky all they want, sending them out to cap points alone, as you described is no threat to me. And once you have to send more units to support them (sounds like you want at HT at least) then you are not sending cheap units to fight expensive units. You are diverting forces, because if you send HT then you actually need some sort of AT other than fausts. They don't have a place as implemented. That is why Ostruppen got moved to their own commander, to try to get people to use them.
Also I really have no idea, do Ostruppen from relief infantry cap at half rate? Because if they do I see no point in ever using them. |
Because you can use those low health, low armor, low upkeep, cheep ostruppen to capture points on the flanks. This makes all your high armor, high health, high upkeep infantry available for actual combat duties, giving you the edge over your opponant who needs to relegate more expensive troops away from the front line to capture points.
Don't ostruppen receive a penalty while trying to capture points, that is they do it at half speed? On top of that a single vehicle of any type can force off a horde of ostruppen, without requiring the Soviet player to give up much capping power. If my opponent were to go for relief infantry I would just get a t70 and use it to stop them from moving to cutoffs. Stack that on top of the fact that the other player will have highly vetted infantry by the time the first Ostruppen arrive and its curtains.
Theoretically useful, practically not. There is a reason I have only seen this ability triggered once, and only when the player had already won the game. |
+1
This should have been here since game came out, and is still needed.
Lost a vet 3 pak couple of days ago because I did not realize how much damage it had taken to Kat rockets. One rocket landed nearby and the gun just dissolved away. |
Riegel mines are interesting in principle, because they expand the Ost mine repertoire, but in practice are not much different from tellers. Tellers don't immobilize but often get heavy engine damage, cost the same, and can be built by pios. HT are too vulnerable and must be built to even access the Riegel. Riegel mines feel like Relic was going to make Ost have a 30 munition all purpose mine and then changed their mind at the last second, leaving two mines that overlap highly in specificity.
Med packs on Ost infantry are generally useless.
Sniper stun round still broken.
Sprint on mgs? What? Useful in very limited cases. Certainly not as useful as inc rounds.
Counter barrage makes no sense.
Relief inf does need a rework. Why would I want low health, low armor infantry when my higher armor, higher health infantry are being beaten off the field? It comes too late, it is too expensive, and does not fit the game well. If it were a passive ability that functioned more like the med station in vCOH it would make more sense (Note I am not saying make it passive, only pointing to its counterpart in vCOH). Right now I just cannot afford 120 munitions late in the game to may be get a couple of Osttruppen. |
None of this is about nerfing molotov's. This is about making the game more fair. What we all want is a better game. Molotov's as they stand are very wonky. Sometimes squad wipe because of crits, sometimes literally, not one member dies! Also cons hurrahing into mg and throwing a molotov is very stupid.
Rifle nades are another piece of the pie. I don't like how inconsistent they are. I don't like how they have such a large range. I think the stick grenade with short timer and shorter range would be better. I would like to see that as well.
Instead of derailing the conversation when you see something you don't like, why not address the issue, then add your own piece. I am sure we all have something we would like to see addressed. Having many voices (right and wrong) in a well thought out thread is useful for Relic. Just using a thread to bash players, who are probably wrong from a balance perspective, is foolish and prevents good ideas from being heard by diluting the pool with crap. |
Agreed, s-mines moved from being unusable, to being marginally useful.
The minesweeper detect range is now so large your engineer should not have to get anywhere near combat to expose the mines.
One mine patch will also not take out a scout car, so if you have it use it.
If you don't like s-mines we need to give ost 30 munitions mines. Ost needs to be able to control Soviet inf and fast flanking tanks w/o manpower.
Porygon often exaggerates, but he is right here. The ability of the Soviet mine to wipe a squad or get an immobilize on a tank has still not been addressed, and we are worrying about s-mines right now? |
Langreskaya, great map. Rails and Metal, great map.
Oka River, die in a fire. Not sure how a 3v3 map can still feel like two separate games, but they pulled it off. 2v2 is so bad I don't want to talk about it.
Hill 331 and Faceoff should be removed, both as implemented are bad.
Hill because it is so large and really boring with all the mud in place. Faceoff because it is completely ridiculous that north has to cross choke points, including ice, but south does not. Even more ridiculous because soviets get lots of early game flame to clear out buildings. |
Also sometimes the tank lose sight of the target temporarily and then retargets another unit (often an inf squad).
To the player the tank still sees the other tank, but to the tank it sees a "new" tank appear. |