Just like I assume literally NO ONE on this forum, asked for the third RE rifle nade nerf in a row. Seriously, I have no clue what balance team is smoking on this one.
Well, I do understand the reasoning behind that change, but I'm also completely confused by the origin of that change.
Is it so prevalent in 4v4 for it to be an issue, despite not a single living soul complaining about it? |
Yeah, but your point was Because of the Panther and I'm saying your wrong.
In the context of OST.
I have SPECIFICALLY mentioned OST because this is OST feedback about OST faction.
OKW could NOT be any more irrelevant to what OST has.
OKW, may it be a massive mind blown moment, is a COMPLETELY DIFFERENT faction with COMPLETELY DIFFERENT units behind that panther, making it COMPLETELY DIFFERENT dynamic then that of OST.
Was I clear enough, or should I get a sheet of paper and crayons and we'll try again? |
What about OKW and there 50 range 260 armor very mobile AT vehicle that still has a 60 range 200+ armor 800 hp 60 range TD with an option call in a 500+ armor 1200+ hp 70 range TD with Anti Infantry capability.
What about it?
OKW is not ost. |
Stug-III Ausf. G Assault Gun attack range should increase to 60 ,because the ally anti-tank tank all have 60 range,Ost cant attack back except elephant.
Allies also don't have 50 range, 960 health, 260 armor, very mobile anti tank vehicle with limited AI and AA capabilities.
Ost will never get 60 range TD and if you REALLY need it, great news! Use new self sufficient hulldown to achieve just that. |
What if Infiltration was reworked to function without buildings?
You have a circle like the paradrop icon, you click an area, there's a "build time" while the unit infiltrates, and when it's done it spawns camouflaged in cover. They'll spawn as a full squad with their fully armed. This way they're less like a one-click shock unit and more like an actual infiltrator.
Ah yes, the famous WW2 teleportation technology.
Should be implemented asap. |
I haven't tested it yet but I am a bit worried about the G43 upgrade for Grens being the reincarnation of 5-man Grens just without the Rifle nade and free medkits, especially if they still have 2 weapon slots on top of the G43's. I would have liked to see the squad maybe receive a 3rd G43 and increase the cost to 60 maybe 65 munitions instead. G43's Grens should be be squishy imo because they are really good on the move.
I think its fine, they still have 4 entities, can't burst model down in a single volley and they wouldn't be first 4 man squad with 0.8 rec acc, so this might be the change that revitalises the upgrade. |
Still do Tommies really need 2x Bar's. They are probably the best mainline in the game combat wise so I could see this becoming a huge BAR blob problem just with UKF instead.
Well, I can tell you what they most certainly do not need and that is more expensive, much less accessible and less cost efficient version of a stock weapon, which old vickers was.
The only sole exclusive benefit of old vickers was the ability to give it to allies, soviets specifically as USF has their own toys which are on pair or better already. |
Personally I don't feel like the Vickers K needs to be able to fire on the move, Tommies with two Vickers K's before were already strong it just wasn't easily accessible because you needed Weapon Racks on top of the HT. I'll have to test the Raid Sections more to see if they are slightly too strong for their timing. Like I said earlier either take the Vickers K off the unit or make it so they can't fire on the move. If Vickers K are able to shoot on the move I would maybe limit them to one similar to the M1919. We don't really want a repeat of the Riflemen with 2x 1919's again.
Read patch notes..... vickers K is made into UKF BAR, its not LMG anymore. |
Tank hunters
Conscript PTRS Package
Moving to CP is a terrible idea. Want to create snipers that can not be countered by vehicles because their counter will arrive before the vehicle?
You do realize AT penals arrive faster and are stock?
This is not an argument.
Scrap the upgrade and replace with a new "AT conscript" infatry with different abilities/vet bonus/reinforcement cost/...
or
Rename the ability AT training, Ability now replaces AT sathcel with AT grenade volley that homes for Penal (one could even experiment with adding 10% penetration for Penal)
Conscript able to to upgrade with 2 PTRS for 40 munition can no longer ourah and get faust instead of AT grenade for free, can still use molotov and can build tank traps.
Or do nothing, because the upgrade is very distinct from penal one.
PMD-6M Light AT Mines
No reason for bunker with this ability.
Why? Mines are defensive, so are bunkers and the doctrine happens to be shitty.
Tank traps, increase build time, reduce size so ballistic weapon to not hit them or add damage reductions/armor, change cover for green to yellow
|
Partisan are simply over buffed
How?
Vet did very little for AT partisans and the change nerfed them hard as you no longer can use them in emergency call-in to help finish off something.
AI partisans were trash tier in combat for years now and very much deserve this change as even in perfect setup, they were losing to any other infantry, even when ambushing after opponent fell to concussion trap.
Don't panic, it won't turn them into commandos just because they are 5 man now when upgraded. |