Signed, a basic feature that should have been added by now |
A question about the riflemen, how do the Bars work out in terms of engagements, are they like the other lmgs in that they cannot be fired on the move, and where do they seem to do the best sort of damage? |
It serves the same purpose of giving psychological fear if you've been laying mines like crazy and putting signs there each time, they'll start associating the signs with mines and not go that way the next time they see a sign. Perhaps make it cost some munitions just to prohibit them from being spammed |
As the s mine fields bring forth those minefield warning signs, would it not be possible to add the ability to put forth just the signs to bluff your opponents? Both sides should have the ability to put down the signs although Russians will have to work harder to make the Germans think that the signs actually mark mines. |
So assuming you could make your own commander with the current call ins and abilities what would you make and why
for example for me I'd love to expand on ambush so for the Germans I'd have
ambush camo
g43
stun grenades
panzer tactician for smoke
and some sort of tank call in so I'll go big and call in tiger
for Russian if it existed I would love for all crew weapons to have camo but seeing that only AT guns do, and there is no Russian counterpart for ambush camo (although ambush camoed shocks would probably be amusingly op) exists for basic squads I guess I'd expand on the partisans
Partisans
AT Partisans
Forward Hq to be able to generate a home away from home for the partisans
Some sort of tank call in t-34/85, or more late game is2/isu152
mark vehicle to give yourself some tank killing potential
So what would you make? |
What do you guys think of having the ability of designing your own commander, with the ability to pick and choose your favorite abilities?
Perhaps it could be limited to certain abilities only available at certain slots, or perhaps make them all unlimited so perhaps you have a very lategame commander with all high CP values, or a very early commander with a lot of low CP values. Of course balance would have to be evaluated, and it would defeat the purpose to be able to make dlc commanders (unless they make this ability cheaper/similarly priced), and so it would probably not be completely free but overall I have to admit I'd be willing to fork over money for this. |
but its grenadiers I mentioned not mg42..... |
As much as I enjoy this conversation at hand in terms of crew weapon survivability balance, I would like to ask, what can cause a successful grenadier flank of a russian crew weapon to actually have force retreating potential. I didn't mean to suggest an overpowered grenadier with molotovs AND rifle grenades, but to give grenadiers a more viable ability to use when flanking (with rifle grenades not really requiring flanking ability due to long range), or in close small firearm engagements with conscripts and other infantry.
I would love for grenadiers to swap rifle grenades to an incendiary grenade as in VCOH, both sides had grenades and mines for the same cost munitionwise, and quite frankly I didn't have any qualms with them being near identical abilities. |
Out in the open I agree that grenadier vs conscript is relatively balanced, but when dealing with garrisoned buildings and the weapon teams, conscripts outshine grenadiers with a reliable ability in the form of the molotovs whereas rifle grenades are not nearly as reliable vs garrisons. If not a form of early and cheap munition cost incendiary device to forcibly evict a squad/weapons team from a building/position what else could change the house happy meta? Especially since it requires either a designated unit slot with an early mortar or to spend munitions on a fht or flamers for pios to clear a single building vs Conscripts having a single cheap ability that clears a building for a lot cheaper cost in terms of time and munitions |
Grenadiers cannot clear a weapons crew reliably is my main point
From what i've noticed with the lack of grenadier rifle grenade being able to seriously threaten a house, or force a maxim to reposition to dodge/avoid it.
Even if flanked, the 6 men manning the Russian maxim/zis/mortar is more than capable of enduring the four grenadiers shooting at them. On the other hand a conscript squad can somewhat reliably decrew a weapon without molotovs due to Ost having a smaller crew size, and with molotovs can force a crew weapon to reposition or more often retreat if it isn't dodged.
My suggestion is this why not give Grenadiers the ability to also use molotovs? While it would be the exact ability of the conscripts, it would play to vcoh's similarity of both riflemen and greandiers having grenades, and it would provide one greandier squad the potential to seriously threaten a crew weapon as if you don't move, you're going to burn. On top of that it would make garrisoning a house a lot more risky due to the threat of a crispy demise, and potentially bring back more field engagements rather than garrison and counter garrisoning. Let me know what you guys think, and thanks for your time |