Is it just me or the Ardennes Assault's USF looks more balanced and potent for multiplayer than the current USF?
Ironically, it is. Cavalry Riflemen, Rangers, Mortar, who wants to bet they'll have 76mm Shermans too? |
Which on the other hand would instantly make Volks worthless. Volks live, die and gain vet by their Schreck...
Ideally they'd be able to upgrade to some automatic weapons strong enough to keep them in the game, but not take the role of assault troops. Just like real Volksgrenadiers
(Ideally, so would Conscripts...) |
Panzerschrecks are actually less likely to hit an Infantry unit than an Anti-Tank gun. The accuracy isn't what causes blobbing either, it's a compound problem. Panzerschrecks on a cheap and numerous unit like Volksgrenadiers cause them to vet up quickly, while killing them is more difficult due to numbers, and the ones you do kill are cheap to reinforce. Throw in Obersoldaten to pick up the pace, and you have a blob that can counter vehicles and infantry at the same time.
Lastly, the Raketenwerfer has a short range, weak crew, no crew cover, and a 1 second aim time, compared to the Pak 40 which has good range, a weak crew, heavy cover, and fires almost instantly. The Raketenwerfer is only really useful in buildings. This means players cannot rely on the Raketenwerfer and are forced to make Volks with Panzerschrecks as their main AT, which of course leads to blobbing them up.
Remove Panzerschrecks from Volks and make the Raketenwerfer worthwhile, and OKW will be much less blobby-bobby. |
You can do whatever that isn't making completely new commanders. You can replace every single ability in a commander, you can make commander abilities non-doctrinal, etc. There's an UI limitation in that none of the changes you make will show up until you are ingame and have chosen a commander, every commander ability list etc until then is hardcoded for now. That's interesting to hear, should be a good amount of flexibility to work with then.
USF crit repair is stupid but not gonna touch it for now. There is no abandon risk on the emergency repairs any more than there is on soviet repair, ie it's the exact same 5% as normal. The code for the ability is messy but I'm pretty sure the heal amount on it is not correct right now. My mistake then, I thought only the Emergency Repairs caused abandonment, based on the description. I don't remember the Soviet Crew Repair description mentioning abandonment.
They increase both damage and penetration, they'd be OP as hell as a passive. I didn't know they increased damage.
Pretty much, which is why I want to give him more stuff as I like to think of him as one of the key points of the commander. What about making his barrage free, or making his vehicle a Command Tank (no stacking of course)?
I don't think there's anything particularly wrong with PIV Js apart from them having no place in OKW's lineup due to the super easy access to Panther + KT they already have. Which is a really hard thing to fix... Yeah they're not really 'wrong', they're just used wrong. They're the second worst medium tank in the game, yet they come out when you should be getting Panthers, or your opponent should be getting Easy Eights and T-34/85's. For the same CP cost and just 30 more fuel, they get a tank with more penetration, better accuracy, and 160 more health (that's nothing to scoff at). The problem is the dual call-in and CP requirements which severely limit their use, especially on a relatively flimsy unit, and it's exacerbated by the Mediums vs Heavy balance and the fact that if you lose a Panzer IV, you cannot get it back until you can buy 2 more.
What about reducing their CP to 6 or 7 and increasing the Veterancy to guaranteed 1-2? Maybe follow the same concept with Osttruppen and having a random chance to spawn with schürzen (similar to how they may have an LMG)? This doesn't fix the entire problem, especially with regards to losses, but I suppose it helps.
I like the FG42 as the iconic weapon for fallshirmsjager it was in real life, too much overlap with other units giving them kars. Why not make them only spawnable in visible buildings? The FG-42 was actually a pretty rare weapon in real life. Most Fallschirmjagers were armed with Kar 98's, MP 40's, and Machine Guns. A squad of Fallschirmjagers all using FG 42's is a complete work of fiction. |
Was gonna work a bit more on OKW elite armor (thinking of adding a small aura to the vehicle commander for some reload bonuses or similar) but want to fix the ober STGs so patching now.
To what extent are you allowed to modify doctrines? I doubt you can swap out abilities (not asking you to though), but what about raising / lowering costs or CP's? I think you can modify abilities because you've done it before with Soviet Industry, which is good because Elite Armoured's biggest failing is that half it's abilities are just inferior and more expensive versions of other faction's abilities.
Signal Relay is good, but still inferior to Partisan Spy Network which reveals Infantry as well as Tanks.
Emergency Repairs is expensive and comes with the risk of abandonment that Soviet Crew Repair doesn't. It also takes much longer than USF Critical Repair, which can be pulled off before an MG 42 even sets up to fire.
HEAT Shells are okay I guess, I don't really have a comment for them. I'd hoped they were passive like Panzer Elite's version. Mostly good if you get desperate with a Puma or Panzer IV Ausf J.
Panzer Commander isn't worth replacing the MG Gunner, his barrage is expensive and his sight bonus is small.
Panzer IV Ausf. J's are reletively weak tanks, they need to be babysat or they can be lost in an instant. Dispite being called Veteran, they usually show up with 1/3 Vet to Vet 1. They're inferior to the Wehrmacht P4 in every way, though they are slightly better than the T-34/76 due to machine gun DPS. |
Yes, it's all a part of my master plan to secretly change everything.
It's a freaking bug with how I changed the LMG34. I should've obviously tested that, but you know, people do forget things.
I thought he was suggesting you remove Ober StG's, not reporting a bug, my mistake.
Speaking of, I just thought of something. Earlier you mentioned giving the other 3 Obers a 'heavy weapon' Kar 98, so they would be able to have high DPS spread out, but not retain it if used to recrew. But wouldn't these Kar 98's also prevent the MG 34 from being handed down, like how PTRS's prevent DP's from being handed down? |
MP40 seems silly because they seem to be meant as a ranged squad.
Falls struck me as a unit that is good at all ranges, so it's not so much that they're ranged, but good at any range. Only dedicated close quarters units beat them at close range. On the other hand, I thought Kar 98's would take away too much DPS and StG's would make them too similar to Sturmpioneers, so I went with MP 40's in my suggestion.
Volks have ridiculous accuracy with schrecks, and ridiculous surviving abilities at VET5. They can get increased damage but only for the normal weapons, not the schrecks. The schrecked volks blob is currently a game breaker, the OKW can just play with T0 and actually do good at the game.
Panzerschrecks are less likely to hit infantry than Anti-Tank Guns, and blobbing is not a problem with the Panzerschreck, it's a problem with OKW's design as well as lack of hard-counters.
Obers cannot upgrade to STG44s now.
Removing abilities from doctrines does not set a good precedent for Kappatch. |
Panther is faster than T34/76 and 85, SUs, ISU, IS (but that's obvious), Shermans, and even Jackson. Add blitzkrieg, doctrinal smoke and you have perfect unit to flank.
What's more, Axis AT is not designed to flank (except Puma and Panther). USF are designed to flank but it's ridiculous when unit that should flank (Jackson, Wolverine) is slower than Panther.
The point is, OKW and OST have everything to flank.
Blitzing Panther is one of the fastest vehicles in the game, I don't know how fast but it's easily over 7.0
For scale, 7.3 is the fastest speed in the game (without abilities), going to the Opel Blitz and M3 Scout Car. |
Should guards go back to singleplayer upgrade system of no special weapons when spawning, mutually exclusive PTRS and DP-28? Performance of both upgrades would be improved in exchange. If this were the case, you would never see the PTRS since it cannot fight Infantry or Vehicles effectively. DP Guards would obviously be the meta-choice.
Should 221/222 have 40hp more but cost slightly more, to stop two atnades/one soviet mine from destroying it outright? I think so. The Scout Car is never used without the cannon upgrade, this might help slightly.
Easy Eight currently completely lacks the scatter penalty while moving other tanks have. But should they get something in return for this oversight being fixed and if yes what? Most or all Shermans have increased accuracy on the move. It's .75 for all variants including the Soviet Sherman, I haven't looked at the Bulldozer though and I'm too tired to bother with it. I looked at the Easy Eight and it's at .75 just like the others.
Should volks get less received accuracy from veterancy in exchange for some damage output veterancy? Yes, Vet 5 Volks are just silly as hell.
Should fallschirms have 2x fg42 2xkar98k on spawn, and have to buy the remaining two for 45-60 muni? They could get hold fire and a slight reduction in mp cost in exchange. Personally I say give them one FG-42 and 3 MP 40 (AG or custom version), reduce cost. |
Maybe decreasing range on Schrecks so that blobs may actually be hard countered by T70 or AA halftrack
But this would only make Panzerschrecks suck unless they are blobbed. |