With the way squads group up atm scotts can be seriously brutal. When I can afford to I like to build 2 because they absolutely shut down infantry pushes in pairs. This is more an issue with all aoe profiles after the change to squad behavior though. The scott doesn't need a nerf, relic just needs to decide if they are happy with the number of full health squad wipes in the game. |
I'm assuming this is the only option that is going to include AT guns and if so the Pak 40 is a must considering the lack of handheld AT. |
I voted nay because it might encourage relic to balance their maps better (or at least remove the bad ones from the rotation). |
For the price I think the StuG III performs fairly well, it's just that P4s do almost everything better. Choosing between a StuG and a P4 is like choosing between a T70 and a T34. The tank has an identity crisis in that it tries to be an all purpose assault gun in a tier that already contains a better all purpose medium tank.
I personally liked the old StuG III that acted like a specialized TD. It had a clearly defined role. The only problem was that the limited range and presence of SU-85s around the time it arrived pretty much limited it's effectiveness. If the range on it was increased to 55 or 60, it's old AT stats restored (leave the health where it is,) and it was given a price increase the StuG would have a much more defined role in T3 as a fragile but effective TD. |
That is certainly one option.
One way to fix Soviet tech might be to make T3 require either T1 or T2 to be built and T4 to require any two of the other buildings. That way T3 could be made to cost less fuel like you suggest and even T4 could see a sizable fuel reduction as it's timing will be pushed back by requiring two buildings instead of one. That way there is a choice between investing fuel to get out early light vehicles or to go combined arms and try to rush out a T34.
In other words it would hopefully mirror the American vCoH tech decision of getting a motor pool or rushing a sherman. |
Here is a 3v3 I played where I loose most of my army in the first 20 minutes to gren blobs but a single pack howitzer then gets 49 kills and ruins the German's infantry superiority. Skip to the 27 minute mark to see the carnage.
The replay also features a lot of jackson on tiger action accompanied by plenty of strafes. |
The simple solution here would to just have the JU-87 strafe call in 2 planes at half the damage so it more closely mirrors the P47 strike. |
While we're at it can we also add an option to SELL the PTRS as well? |
Back to the American light AT mines real quick. What about linking them to the MKII Grenade unlock? That would allow an American player to access the mines earlier if facing light vehicle play but would still gate the mines behind a fuel cost. It would be a choice between getting early mines/grenades or faster tech to the LT or Major tiers. |
What if relic tweaked the AOE profile of explosives so that the distance from near to far AOE range is smaller?
For example let’s look at the American MkII Grenade:
AoE radius: 4.0
AoE far: 3.0
AoE mid: 2.0
AoE near: 1.0
Damage far: 0.15
Damage near: 1.0
Damage: 80
With this profile all infantry out to a range of 1 die immediately, all infantry out to a range of 2 take 79-50 damage based on distance, and all infantry out to a range of 3 take 49-12 damage based on distance. Any infantry within the 3-4 range will take the minimum 12 damage.
To compensate for the cover changes we change the Mid and Far ranges.
Modified American MKII Grenade
AoE radius: 4.0
AoE far: 2.0
AoE mid: 1.5
AoE near: 1.0
Damage far: 0.15
Damage near: 1.0
Damage: 80
With this profile all infantry out to a range of 1 die immediately, all infantry out to a range of 1.5 take 79-50 damage based on distance, and all infantry out to a range of 2 take 49-12 damage based on distance. Any infantry within the 2-4 range will take the minimum 12 damage.
The net result of the change is that the center of the grenade remains lethal but damage falls off much faster away from the center. This would hopefully result in 1-2 models of a squad getting nuked and the remainder of the squad taking medium-light damage depending how clumped they are. If squads are so grouped that they’re still being wiped out too consistently then the aoe near value could be reduced as well. Likewise if the grenade is found to be doing too little damage on the edges then the damage far value could be increased.
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