We are finalizing things at this point for internal testing so likely no 1.9. No major changes, though there is a discussion of possibly placing the Valentine to tech since it arrives so late to the field. Likely after Bofors/AEC tech and then figuring out if it's balanced appropriately. |
Scuttle pak 43 serves what purpose? If you're being forced to take it down either it's being bombed by indirect a ton which will always happen, or you're getting pushed off your entrenchment.
If you get forced away by indirect the indirect will just shoot at the new Pak 43 position. If you get forced away from a push 20 seconds won't be fast enough before it gets cleared by advancing infantry. 20 seconds also isn't fast enough to dodge airstrikes etc. MAYBE you dodge 240/concentrated RNG bombs etc depending on how the first shell drops, but that's about it.
It's so it doesn't eat population when it's done its shock value and you can break it down if you feel you no longer need it for a partial refund. |
Issue with Stormtroopers and figuring out where all their items go is the boatload of abilities that unlock in doctrines. You have Sprint, stun grenades, interrogation as examples. I’ll take another glance but it is not the easiest thing to move around.
Sapper smoke grenades should be adjusted in position next update. |
Time is an important resource. If you lose a squad or vehicle, that is time you lose to rebuild while another player can expand their forces or worse, stockpile resources to prepare for the future and be ahead, even on a poor engagement. That is also time for VPs to bleed.
On SMGs, Assault Grenadiers suffer because they have the least utility compared to other SMGs, yet cannot be as powerful due to their 0 CP requirement.
Stormtroopers have an SMG profile as they’re not expected to fight head-on given they have a cloak to pick engagements or pick off weaker units at a favourable range.
Allies also generally have the stronger SMG squads because they are specialists, arrive later, and/or need costly upgrades. Shocks have to run from vehicles and can only ever fight infantry with nothing to help them out of combat, Commandos have a giant warning they are coming in or need to come in as a weakened 3 man squad, paratrooper and Rangers are significant investments and are also generally pure AI when put into the role of CQC units while having no abilities to close the distance. |
On JLI, we have been toying with the idea of making them 1 CP, but they require a truck before they can upgrade their G43 for around 45+ munitions. They would likely get a base cost reduction if this were to happen. |
Actually, I'm confused too, why is it such an expensive upgrade for 2 guns while you can get 4 Tommies for 90 on other CQC squads?
P.S wouldn't mind if Bar munition cost was 50 and stats toned down accordingly.
Timing of the weapon, power, and how available Calvary Rifles are in comparison to elites. Even if you lock it behind Officers, it’s still very cheap for the power you get. It can be adjusted, but it also goes with early WC 51 drivebys. |
I think Mr. Smith once mentioned something about increasing exp gain on either the vehicle or the crew would de-sync the veterancy when recrewing. I'm not sure if this has been accounted for or not, but it does cause worry. Ultimately whether or not it de-syncs vet between crews is going to decide my vote whether or not it remains in the game.
@Miragefla, could you give us an answer?
Seems to be the case, particularly for the WC 51 that gets shared vet, so that will likely get removed, though it will make the WC 51 a massive pain to vet up which means another method needs to be found. For Vehicle Crews, the veterancy can easily be removed since it auto grants increased repairs and tommy guns. |
KV-2 Reload
Tank Mode: 9 (Currently in the Revamp)
Siege Mode: 10/12 (Same numbers as live) |
Cavalry Riflemen and their Abilities
This doesn't really make sense for a close range squad ability to do this ability at long range. It'd unnecessarily overpowered so I'd remove it. I honestly never use smoke so I can't judge the smoke grenade ability, although I foresee me using it now.
The idea behind Covering Fire, which is nothing like what Paras or RE use in their Volley/Suppressive Fire, is that you trade out the squad's combat potential to shutdown a unit you can't reliably close distance with, but you can support another unit moving in or stopping a major threat temporarily. The stats are that the Cavalry Rifles take a 90% accuracy penalty while the enemy takes 75% and their speed is reduced to walking.
On the 76mm tank's changes, what would you say about the HVAP ability? Not standard ammo. |
Worth pointing out the the balance team and Andy_RE that the British infiltration commandos still have a leftover from old stealth demos of doom. they cannot deny caches due to being restricted from planting Demos inside of cap circles. With the current changes to storms on the way (anti Cache incendiary) id think it important to ensure they also get a fix to bring back their job of harassing the back lines, seeing as they are also spawning at a reduced squad count despite being more expensive id think its a small ask as they will have time to plant a demo to deny a cache, get off a quick flank and need to retreat to gain their full squad size.
Will check it out. |