thats the thing, they have the lmg, conscripts dont. giving them lmg will just buff them far too much.
I never said give them an LMG. Just noting how units spike in power once you hit vet 2 and vet 3 where the main bonuses are for most units.
If anything, for Conscript veterancy which replaces trip wire mines, at veterancy 3, lower Conscript reinforce cost to 15 which enforces their role of Conscripts being utility meatshields.
cons need proper vet changes. vet 1 is completely useless, vet 2 and 3 gives much needed boosts but should be spread around all vet levels. remove trip flare and rework vet as below.
vet 1 : -10 rec accuracy +10 accuracy -15 weapon cooldown
vet 2 : -15 rec accuracy +15 accuracy +molotov throw range
vet 3 : -15 rec accuracy +20 accuracy -15 weapon cooldown
this gives a uniform and powerful growth for conscripts and scale through the game with vet, rather than bought weapons. only then, with numbers and vet, conscripts will actually be able to do some damage.
If you did something like that you might as well apply to all units for more even veterancy and stat growth. I mean look at Grenadiers where that rather meh until they hit vet two and get that huge spike at vet 2 with the +40% accuracy that scales incredibly well with the LMG.
How could you miss pack howi's vet 2. Because nothings better then only receiving stat buffs for your crappy, 3 round, innacurate barrage, right. At least now it gets extra pen. So much better then normal stat buffs .
SU-152, KV-2 indirect and 88 have also minimum range, in KV-2 the minimum range is quite big actually...
Such a powerful weapon on Rear can actually prove problematic. Especially when they are in garrison or even a fighting position, CP should at least be 2 or 3....They now cost as much as pio and have an SMG 3 times better making the flamer upgrade looking pretty bad in comparison...
Maybe allow crews to survive half health vehicle destruction but reducing their to vet 1 if higher, then allow crew to merge to get rid of superfluous crews?
This will allow crews to be killed if the vehicle is deep in enemy territory, will not break the rule of gaining veterancy without fight and will justify the name of ability...
If use get a mortar then it probable that smoke and frag grenades might need to become less effective...Maybe reduces smoke radius? or become unusable once suppressed
1. Note I said that they are some of the few. And KV-2 indirect fire =/= KV-2 direct-fire.
2. It needs testing and may need to be moved back, though RE aren't all that durable until late game with their vet and the upgrade locks them out of getting Bars and Bazookas. Maybe I need to give them a modified version if they do turn out to be able to run anything down. Still,
3. Vehicle crew things, I'm not even sure that's possible.
Also if you guys are playing the game with the mod, send me replays so I can review stuff and possibly even cast it!
Bringing the changes I implemented into my mod to this topic on my ideas on how to improve the 25pdr.
British HQ
Face Base HQ Howitzers
-Allows the British to face their 25pdrs per-emptively when they come online to allow for better reaction when Tommy flares or certain abilities involving the 25pdr are activated.
Sniper
-Artillery flare range increased from 30 to 45.
Infantry Section Flare
-Artillery flare range increased from 20 to 35
25pdrs
-Reload from 4.7 to 2.3.
-AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
Shells after the first salvo now arrive more quickly at the target, 25pdrs do more damage to units not directly hit by shells, artillery is easier to use as the flares are not incredibly short-ranged and now the British player can preemptively fact their 25pounders at the target position in preparation for barrage. Maybe a scatter reduction is also needed due to their position in the British base.
Do note the pak stun shot has gone through a ton of iterations. First it targeted the vehicle directly for a single shot, then we had it target the ground for a good while making it useless on any place with elevations, now its a timed ability where you have three seconds to get the shot in.
If you change Pak stun shot to not stun tanks completely then the ability should return to its first form where its just a single shot and will always hit because honestly, the current TWP, while powerful is also extremely iffy if the pak doesn't fire in the next three seconds which is an issue if it's tracking targets going in a horizontal fashion. Reliability for less effect.
Hi.. why the pop cap of mg34 is so so low (4 only), also 210mp is very cheap, it does the job better than maxim and 50cal .. pop cap is very very important factor as it will affect the mp income on all game duration, it's really obvious that OKW is spamming infantry like hell wil two mg support.
OKW player go and get two mg34 for cheeeap to lock down any infantry offensive and you will float mp and can get 3 falls/ 5 volks eith shrecks / P4 /YP for all other purposes.
It's only good at suppression and I'd say it's probably the worst HMG in-game. It doesn't do much damage which means it also has a lower vet gain and has all the disadvantages of the 42 (set-up and teardown) without the power.
Also I'm pretty sure the MG 34 is actually 5 pop cap. 1 for the gun, 1 per member of the crew is what the files tell me. The tool tip is probably bugged as that can be completely separate from what the actual unit value is. This was already found previously when the OKW patch came out for Soviet Guards when the tool-tip said 6 despite actually being 8.