Unless the loading screens are lying to me (they might be), doesn't the "engine overheated" critical already exist in the game?
T34's that fail to ram get an engine overheated critical. |
T34 doesn't need a buff, it needs a price decrease with an armor nerf.
Now: 12 popcap, 310 mp, 100 fuel.
Armor: 150
F34 gun penetration : 120 short, 100 medium, 80 long.
My suggestion: 9 pop cap, 280 mp, 90 fuel.
Armor: 120
F34 76mm gun penetration : 140 short, 110 medium, 80 long.
Panzer IV now: 12 popcap, 340 mp, 120 fuel.
Armor: 180
Kwk40 75mm gun penetration: 120 short, 110 medium, 100 long.
Panzer IV suggestion: 12 popca, 340 mp, 120 fuel.
Armor: 160
Kwk40 gun penetration: 150 short, 130 medium, 110 long.
That way the Cheaper T34s have a high chance of penetrating in short range while the more Panzer IV has a good chance of penetrating at all ranges. This way players get to develop different tactics to beat each other instead of just bashing each others head till rng decides to victor.
Also late game T34s could easily have the numerical advantage against big tanks and use the small med tanks surround and trap one big tank tactic that I've seen used successfully with T3485s and Shermans. This time with increase point blank range penetration for point blank range tactics.
And why exactly would people build t34/76's because of this? Short range tactics mean your tank probably wont make it back alive. If Soviets had a non doctrinal ability to spend munitions to replace dead t34/76's, then perhaps the tank can be used for fodder this way. Otherwise, i see a tank version of the conscript. |
Screw the % numbers, but why are the German factions better designed? Its much better to play Axis than Allies. |
Good job!
Would have been nice to see some details.
Hopefully Kubeljesus, Jagdtiger+Pak 43s shooting through shot blockers, and the lack of US Non-doctrional Elite infantry and US late-game will be looked into.
You forgot to mention cheese soviets with melting core infantry. |
I prefer sherman jumbos.
Anyways, wasnt the flak 88 a big wish for many people at some point? |
This is not a bug, i thought i read something relating to this in the patch notes. Squads stop to throw grenades now.
Or i lied and some change in squad AI has caused this as a byproduct.
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but makes them scale worse than ever
The exact opposite of what was needed. |
The weapon team has formed a special bond with their weapon - and they will die fighting - i mean standing doing nothing and looking like idiots as they get killed - by their crew weapon. But the last one alive is a traitor and runs away. |
I don't think BARs are too weak. In fact, I think they are about right as is: a reasonable boost to DPS at all ranges. What is worth bearing in mind is that unlike most of these other upgrades, BARs don't change how you have to use the squad. For example, Ober STGs force you to get close to take advantage of the DPS. Similarly, the Gren LMG can't be fired on the move. BARs have no such limitation.
However, I will agree that they are too expensive. I'm fine with the research cost, but 120 munis for 2 per squad becomes a ridiculous munitions sink, especially given that the USF already have a lot of things to spend munis on (grenades, expensive artillery, Sherman MGs). I think both Zooks and BARs would really benefit from only costing 45 or 50 munis a pop (M1919s should stay at 60).
I thought M1919's have been ninja nerfed to 70 munitions? (I have used USF this patch, but i havent used M1919's in a while, so i am probably wrong)
Anyways, decreasing the cost per bazooka and per BAR would be nice. |
it's even better when the unit is still suppressed while in retreat mode
Whenever i see this i literally feel like unplugging my computer. The thing is, you cant click on them since they are in retreat mode. I dont understand... How did it happen for a unit to get suppressed and crawl while in retreat mode? How did this bug even come to be from WFA release? |