Give them Obersoldaten K98's and Panzergrenadier G43's. This will give them a bit more punch to make the G43's more worth using compared to the StG 44's.
Damn, that would have been an amazing weapon for Wolfenstein: New Order!
Yeah, as a Sniper Rifle. As an Infantry Rifle, the StG 60 takes the cake! |
According to this forum, Stormtroopers are only good for sitting in camouflage on a strategic point until an enemy unit comes near. Cons are you need to keep an eye on them at all times or they'll get discovered and killed, and you need to always have munitions ready if you want the ambush to work. |
Well to fix that, we should change RE Flamethrowers to instead be calling in a special Rifleman squad that upgrades to a flamethrower while lacking smoke, AT grenades, and having different vet with a more aggressive intent to it (Ugggh, it's just so boring now. Same ability for an OKW commander, which is still more interesting in practice since SPs are close to an actual combat unit without the flamethrower when REs with flamethrowers are just the same as EF engineer flamethrowers).
Agreed, same for Veteran Riflemen. They'll be to Riflemen as Obersoldaten are to Grenadiers. |
btw, I am pretty sure the Sturmtiger call in still uses that generic "Combat unit ready" line, even though it definitely has a fitting line when hitting the field (from the time when it used to be built from flak truck)!
Actually the line said when a Sturmtiger was called in from the Flak Truck was actually referred to a StuG III, which was possibly cut at some point. The Announcer would call it a "Sturmgeschutz" or "Stug drei" (English: Stug three) when the Sturmtiger arrived, although sometimes he just said "Assault Gun" which is accurate to both vehicles. |
Assault group armed SVT-40, flamethrowers and explosives? This has never happened. if you want a flamethrower plus explosives, they must be armed with PPSh, or build engineers. Soviets infantry almost all close combat. So if you want that the penal were armed with SVT-40, they need to change the role (at long range), and change ability (Dyakonov rifle grenade,Serdyuk AT rifle grenade, Lend-Lease bazooka)
"Penal troops armed with SVT's, Flamethrowers, and Bombs are unrealistic. So we should make their semi-automatics into slow firing long range weapons, remove the explosives that's the main thing people buy them for, and give them the extremely rare Bazooka en masse because that's totally more realistic than the current iteration."
I wouldn't poke fun at you for the suggestion, but when you start it off with "they're unrealistic" and then make wildly unrealistic suggestions... |
1: The rifle grenades description appears to be wrong or the damage is too high. Currently it states something like "Weaker than a normal grenade but longer range", that's clearly not the case as in most cases it can wipe full health squads. 1. Passing this along to the Balance Team
If you mean the Grenadier's Rifle Grenade, it actually does have the smallest area of effect of all faction's Grenades.
9: The Vickers (unsure if its the same for other MG's) will randomly decide to setup upon exiting a building leaving the squad vulnerable to wipes.
This happens with all Machine Guns, really annoying.
10: The vickers crew positioning is all wrong, they will stand infront of the gun, far away from the gun, wherever they feel like really causing it to be easily killed off.
I wish other Machine Guns did this actually, because it means the Machine Gunner will not be killed first and thus there will not be gaps where the gun is unmanned and not firing. |
Command Points build up slowly over time, but they are accelerated by doing damage to enemy units. |
Since Relic hasn't painted them, I don't think we have to paint them. But this is only my guess
Relic did paint the Ostwind, just not the sWS and Goliath. The sWS because it becomes a building which is a different texture, so painting it would mean that when it goes to set up, it would suddenly change appearance. |
That's because the HQ is there, buildings have the earth below them sunken way down so they don't clip. This only becomes visible on desync like in the image, the pit loads where it's supposed to be but the players don't. It's a non-issue because you'll be leaving the match immediately anyway. |
Even if it's a bug, I'm fine with it staying. Forward Retreat Points need downsides so they're not so easy, and USF's is already the best because they can relocate on a whim. |