Does this combat engineer change imply they use the like Conscript_nagant_rifle ? That's a dps buff at most ranges then correct?
Not that engineers were any good in combat since they were nerfed to have worse rifles than cons from having better ones.
Yes, they use the exact same rifles as Conscripts. |
Don’t engage the Ostwind in a stand off duel with LVs. Force it to move since it has poor accuracy when mobile.
Ostwind’s primary role is to kill infantry, but it’s other roles are anti-air and anti-light.
Also, Stuarts and AEC are not meant to take down the Ostwind alone, they need support as the Ostwind still has tank health at 640 with somewhat alright armour and arrives later than they do. |
ostwind was perfectly fine, it was just unfavoured.. not underpowered.. the pIV was simply the better, all rounder, option, the correct approach to balance was to offer a more defined role for the unit rather than just being marginally better than the pIV against infantry, ie buff its moving accuracy slightly because axis are apparently too brain dead to figure out how to use it effectively in it's previous state and at the same time nerf the pIV AI to give both units more defined roles, the balance team has stupidly done the exact opposite
now both units are ridiculous
your bias is showing, how can you compare the ostwind to the centaur now, the ostwind is much quicker and now more effective against tanks and just as good against AI and it's cheaper..
ridiculous axis fanbois....
So you mean a more defined role at killing infantry, the Ostwind’s primary role in the tier? |
Because all (allied) mediums have pretty much same armor (150-160) and same amount of HP, it could've been cromwell or sherman
And again my point is - Ostwind performance is outlandish for it's cost and timing, especially against Soviets that do no have zooks or piats to try and ambush it, what happened to T-34 is just side effect JLI style overbuff to Ostwinds ROF. What was the point of nerfing Brummbar only to introduce current Ostwind later on?
It arrives generally when Soviet T4 goes up unless we’re talking pure tech skipping from Ostheer. Force it to move with AT and you’ll be fine. Even the Su76 which is vulnerable unlike proper tanks to the Ostwind can zone it out through range.
Evidence has been presented so why keep covering your ears and eyes. If you are afraid for infantry, spread out to avoid AOE vs clumping or get into heavy cover or find things to absorb shots until support arrives. |
Thought I would see how T2 and Conscripts would work in the latest patch. |
The main issue with Fallschirmjager I find as a unit are:
-Lack of concentrated DPS/Dropping DPS as models go down.
-Accuracy veterancy doesn't completely kick in until veterancy 5.
-Late deployment.
-Relatively squishy with worse DPS than PGs at shorter-ranges and Obers doing the job better at far late game.
They do not need commando abilities, but even if Volks were not as good as they are today, but they struggle against quite most upgraded mainline units, especially when the model drop kicks in and they do hurt your manpower on losses.
Random ideas on the unit are to consolidate the accuracy into vet 3 and vet 5 could be an ambush bonus and maybe either improve the FG 42's mid-far range band or come earlier with some adjustments. |
WP on the mortar halftrack can go up in price. Is 25 vs the 45 of the Ostheer incendiary round. |
Currently T-34-76 is removed but present in T4.
Or Just build T-34s and have SU-85s in support, using T-34s as tanks to secure flanks, go for flanks, and shield the TDs and AT given they're not incredibly expensive to replace and do well against infantry and can threaten vehicles/medium tanks. |
That looks very nice! I understand that it's an initial draft that may not be implemented, but I would like to offer the feedback that vet 2 is way too powerful, giving the squad something like 80% more dps and 25% more health. On the other hand, vet 4 (assuming sturmpioneer stg) only provides 22% more dps for the squad at close and mid range.
So, I would replace the extra man with -20% RA, and add 25% cooldown to vet 4 (or vice versa, if vet 2 is still too good). This way, the squad would scale more smoothly and bleed less.
The STG 44 is the PG version. The extra man brings him up to the other officers and allows combat power. Weapon cooldown was pulled given the 5th man who can be adjusted in vet position. |
If I recall, the initial draft, if the Sturm Offizer were to ever bee allowed to be changed is this:
Sturm Offizer
-Target size from 1 to 0.91
-Aura removed
-Retreat on Offizer model death removed.
-Veterancy 1: Reduces ability cost by 10 munitions.
-Veterancy 2: Increases squad size to 5, +40% accuracy
-Veterancy 3: -29% Received Accuracy, +10 to ability range.
-Veterancy 4: Offizer switches to an StG 44 from his pistol.
-Veterancy 5: Self-healing
His main focus is a combat officer thanks to Ober rifles versus the others who are a little more supportive or lack his initial firepower. He still has two very strong abilities.
Of course it all means nothing if he's not allowed to be changed.
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