Ya, because they're light armored half tracks.
Could we nerf the Sturmpanzer or Sturmtiger? I mean, they're high damage area effect tanks, too. No need for them to have tank HP when they decimate blobs and support guns (and tanks) with such one shot ease, too.
They're indirect fire artillery, they're supposed to be fragile because other units are meant to defend them, and they can be hidden when not in use. This doesn't apply to the Sturmpanzer or Sturmtiger, and I'm not sure what you're trying to prove by bringing up irrelevant units anyway. |
The Calliope is a mistake, they should have just gave USF the Xylophone rocket truck, it is essentially the American equivalent to the Katyusha and Panzerwerfer in CoH2. The Xylophone mounted 8 rockets on 2 launchers for a total of 16 per truck. The Calliope mounted 60 rockets on a Sherman tank. Repeating mistakes like the Sturmtiger, Relic decided to add a rare super-weapon and now has to figure out how to balance this super-weapon between the sometimes overlapping lines of overpowered and useless.
I guess my suggestion would be to give it effectively the stats of a Grenadier's Rifle Grenade; since it's firing 60 of them in a quick-yet-sustained barrage, the damage comes from the crazy saturation and area-denial. The rockets would appear laughably weak compared to their real-life counterparts, but Relic's already decided to add this unit as opposed to the better balanced option, so you have to make due with what you've got. |
I never thought it was imbalanced, iirc it was 80MP / 25FU, that's 5 more fuel than building T1. A Vet 3 Grenadier squad cost you 320MP / 25FU, and a Vet 2 Panzer IV was 510MP / 175 (+ a sliver of XP), slightly more than a Panther at 490MP / 175FU. The pricing meant you could gain a more elite force, but you would have less of them.
I have nothing against Stormtroopers but I'd prefer any of OKW's call-in Infantry to them. Panzerfusiliers, Fallschirmjägers, Jäger Light Infantry, or even call-in Obersoldaten. |
Better vehicle pathing. All click behind front side of vehicles will be considered as reverse. All click in front of the front side of vehicle will be considered as forward.
They already did this, people are still complaining "change it back!" |
Thread: B-48 Jan 2016, 02:40 AM
I suggested a way to add the accuracy it needs WITH counterplay
The same way free UKF howitzer are balanced
That could work. Another idea taken from history is that an off-map light artillery barrage could be fired at the target first, then the B-4 firing an accurate shot (the light barrage would be tied to the B-4's barrage). The basis for that is the Soviets used other Howitzers to range the targets, then altered the calculations for the B-4, which was then fired and was as a result extremely accurate.
While historically using lighter Howitzers to barrage served to disguise the upcoming attack by zeroing in for the B-4, in-game it would serve as an alert that a B-4 is about to fire on that area instead. |
That doesn't make a lot of sense, though.
Yes it does, the Scott is artillery, but people used it for direct-fire anyway. Now people are comparing the Sherman to the Scott in the direct fire role. The Sherman (a Tank) absolutely should outperform the Scott (Artillery) in direct fire. |
Imo it should be removed on units with high acceleration, say above 2.5, which I think would only effect the M10 and Cromwell. |
Thread: B-46 Jan 2016, 23:26 PM
I don't know how anyone can consider giant RNG Bombs to be balanced, this unit has zero consistency and, ironically, seems to avoid hitting the center of the circle on purpose. I test fired it once and out of 10 shots, the center was unscathed while the area around it was completely wrecked.
This thing needs some consistency, the RNG-ness of this unit can win or lose you a game, and both players have very little control over that. This is a unit that can decide a game, based entirely on RNG. |
When a indirect unit is getting outshined by a directt fire unit at it's role. That's a pretty big indicator something is screwy.
Not really since people just used the Scott for direct-fire anyway, so it's really just the Sherman outshining the Scott at direct fire, which makes sense because a Tank should outperform Artillery at direct fire. |
Just remove the collision on unfinished objects. Anything can just phase through them; they won't block anything or get in the way. |