No.
I say it will lead to ultimate blobbing with over 1500MP float.
In 2v2, constant 800-1300MP float for OKW is something normal.
Now imagine float if you will get somekind of bonuses for MP.
Sure becasue they nevr float MP, they cannot afford for multiple Paks43, every lost model is great deal and constant 1000MP float is a myth
You arent making any sense. Not that you usually do with all your axis bashing and defending ridiculously OP shit.. but this has to take the crown of nonsense. Please read it again. |
Recoup losses -> you use less MP -> Even bigger MP float for OKW
Only 1? Or maybe more?
so what you're saying is that it's a useless ability? since you already have loads of MP left-over, you don't need the extra MP. |
So I realize everyone has mental scars from CoH1, but is there any actual reason why units shouldn't be able to shoot out of this thing? If Americans and Soviets can do it, I think it'd be nice if British infantry could as well. The cost of the carrier could even be increased somewhat to something say 250/20 to compensate. (Although I don't think that's really necessary)
Considering it is one shot by the raketenwerfer or a teller mine and 2 shot by panzer faust, I think this would be fine.
if you make panzerfausts and tellermines free, sure.
else it's just a mobile bunker that will kite everything infinitely. a well microed bren is hard enough to kill as it is. making the personnel carrier portion (which is way underused in my opinion anyway) a second clown car would put it probably beyond UKF release OP. bad enough that you can't counter WC51s with zooks with a 222, imagine the same thing with commandos. |
USF AA HT still better at shooting planes down than Ostwind ever has been
But what do you expect, an anti tank strafe that can't kill a lousy HT? Doesn't really add up now does it?
Would be the same as expecting a squad would survive a satchel charge because they are meant to clear bunkers, bridges etc.
Also you are comparing a 325 munitions ability that can wipe full health OKW trucks to an ability that is purely anti tank and is decently dodge-able, it makes no sense in my eyes.
I think he's talking about the CAS ability, not the ATS from CAS doctrine. CAS doctrine strafe is pretty shitty imho, but the CAS abilitiy (for example blitzkrieg doc) ispretty freaking strong and wrecks infantry. |
While his anecdote might sound funny... i do tend to agree that cas (the ability, not the commander) is too strong atm. Its nothing like a vcoh henschel in that it always loiters no matter whethee there are vehicles or not and it also absolutwly wrecks infantry (and often prioritises them over tanks seemingly). On the other hand, like with everything else pretty much, it gets countered by the centaur, shooting down planes like birds. |
also comet, firefly, churchill. |
you can only compare it to flakpanzer not the other 4 you mentioned, indeed you can't even compare it with the flak panzer, you know why? flakpanzer (Ostwind) is a great unit with very excellent mobility, however Centuar moves too slowly almost like a heavy tank, so that is a wrong comparison you are making dude
alright, then replace ostwind with centaur. i doubt any ostheer player will complain. |
The problem is packing too much power and cost in a single ability (or unit), which makes it difficult to balance. The line between OP and useless gets really thin when tied to a high cost, as it will most likely only be used once or twice a game. People expect it to deal an insane amount of damage for the cost. If it doesn't pay off, you won't get a second chance and have wasted a large amount of resources on nothing.
Reduce effectiveness and cost is probably the easiest way to go.
on point exactly. |
Oh that's what that means, okay I understand it now? By -10% I thought they meant setting it to 10% off the model cost (70 - 10% = 63 ÷ 50% = 31.5) rather than adding 10% to the divided-by number (70 ÷ 60% = 28).
reducing entity cost entails reducing the purchasing cost for the unit... so if you reduce entity cost by 10%, the squads would cost 4*(70*.9)=252MP and reinforcement cost would be .5*(70*.9)=31.5MP.
if you want to keep the squad cost, but reduce reinforcement cost, you change the reinforcement cost multiplier (like in this case from .5 to .4) |
Inb4
"Mines and flank!"
it's smoke and flank though ;-) |