I've recently been trying out the new iteration of Elite Troops and decided to add g43s to my stormtroopers with the shrek upgrade. Because this gives 3/4 members of the squad a weapon they seem to drop the shrek quite frequently, and unfortunately it will continue to say the squad has a shrek and make it unpurchaseable despite no models bearing the weapon.
On further analysis it seems like once the man with the shrek dies it does not get passed on to any of the remaining three members as well until you reinforce. |
I'm just really sick of team games these days against brits either ending as soon as we break their emplacement base, or we fail to do that and spend the rest of the game throwing units at it losing our resources while the brit player hoards his until comets/FF/churchills and let's his team do all the micro/ground work.
I really wish british emplacements/base howitzers operated the same way all other on map weapons did, requiring reinforcement, fresh crews, and being very susceptible to offmaps. (Soviets/Ostheer can't even build on map arty in their base sector but brits get it every single game without spending 600mp, waiting til 8cp, or taking any risks.) Unless you take these structures out early, they pay for themselves within minutes while the opponents suffer attrition trying to dislodge them from their increasingly fortified position.
Some maps this doctrine will get the british player no where fast and if they lose their bofors/mortars early enough will just leave which is the worst thing that can happen in a team game, while other maps they can put up their multiple buildings under support of their allies and just steamroll from there. |
This thing costs as much as a Tiger and suffers the same problems a regular panther does for approximately 50fuel more. On top of that it rarely if ever gets past vet 2.
If it did get changes, maybe up to 12cp, increase mark target to ~50munis, and minor tweaks to the vet bonus percentages. As others have said, this thing is hardly changing games by itself and there are many more pressing things for the balance team to focus on. |
I think relic would do well to have a thorough review of all arty.
At the moment certain strikes drastically outperform their munitions costs or what a single strike ability should do while others you can sit inside the red flares with a blob and suffer no consequences.
Most are entirely situational or map dependent like airstrikes close to map edges. |
Make it 0cp, it's worse than T0 raketen, which is delayed by the simple fact you don't need AT that early.
Maybe a short range snare ability similar to Stuart? |
I have to go for the Pershing, it's just really satisfying to use.
I love the KT and Tiger but their speed and rotation rate makes them really frustrating to work with. |
I have to agree, this map either needs a serious rework in regards to available paths and resource positions or it should get removed from rotation. |
MissCommissar, the reason everyone is talking about the mg42 is because that is the topic of the post you created. If you have an issue with the supposed imbalance of early AT options between factions make a post about that.
Have you never used mines before as soviets? They cost the same as incendiary rounds at 30 munitions, and have the added bonus of potential squad wipes. Perhaps you should learn to use the tools you have available.
Soviets do not require a tier building to get cons and AT nades. |
While I agree the MG42 is probably the best all around mg of any faction, I feel it is very well balanced by the slow rotation speed through it's arc of fire and slow setup/teardown/reload speed.
Your main objection seems to be the incendiary rounds, which require you to go through a reload animation, then have the enemy vehicle sit in its line of fire/sight long enough to get melted. Yes this can catch some of the lighter vehicles off guard but if you're losing t70s I can only suggest you flank or wait for their 30munition investment to time out.
MG42s are great when supported, but if you flank them or toss down some smoke and force a reposition it can really turn the game in your favour as Wehr relies on them pretty heavily to maintain territory.
I'd also like to address the common misconception of "free" fausts. They are an upgrade unlocked by building the T1 building. This is still cheaper than the AT nade upgrade though(80/10 vs 125/25), so maybe combining it with molotovs for the same price could even that out... |
Nice to see it as a t0 purshaseable upgrade along rg.
Faust is a T1 upgrade when you build your T1 building. Osttruppen do not have fausts by default, only grens because they come from the building that unlocks them.
On topic, this is how all factions AT snares work, not just Ostheers. |