yeah i see a problem with this, too. though i can somehow relate to the sentiment that forward HQs are hard to deal with on certain maps/buildings, whiteflash's solution to this is highly unintuitive and effectively breaks certain abilities without any feedback to the player as to why it wouldn't work as expected. now that's totally fine for tourneys or custom games but should imho not become common practice for maps in the automatch rotation.
With recent patch, all flame weapons resieved buffs against ambient buildings, so they are nowhere near as hard to deal with as before.
And Whiteflash decision is honestly feels really abusive in the way. I mean, if you hate FHQ that much, then HP of the buildings always can be redused. |
LeFH ability is really wierd. Like REALLY wierd. And buggy.
1) Ability lasts 60 seconds and puts both barrages on cooldown, but if you cancel it during its activation, both of them will be off cooldown. Even if it already fired, meaning you can just constantly activate and deactivate it making it infinet. But if you let it stay active for 60 seconds, it will be deactivated and have the cooldown, even if it didnt fire.
2) It seems like its prio is inf, but it will still fire at tanks, wasting itself.
3) It really needs tracking here (because I belive canceling it should still apply CD), but even if it has a circle fire, it will still only fire if targer is in its arc.
4) In testing scenario its actually OP as fuck, because it almost never misses even at max range. Pretty much if your inf stay for a second it will get it in the face.
5) For some reason it fires 2 shells, then stop firing, then fires again
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On a side note, I think you should just add frag barrage as a vet 1 ability, without this friendly territory shenanigans. |
Mechanized Assault group, should also be replaced with just 250\1 to keep consistency.
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Also Ostheer LeFH commanders are a bit on the underdog side. Changes were brought to effectively give both soviets and ostheer access to Howis in a 2 commanders.
Sturmdocrine is counterparted by Soviet Terror Tactic. But I would have rather replace stuka smoke recon, by something else. Because it can self-spot for dive bomb. Both are fine and good still.
Joint opperation counter part is Guards Rifle combined arms. And imo Joint opperation is much worst here. Its just overloaded. Pack43 + LeFH, no arty and recon + new ability. Imo joint opperation, need rethinking.
Guard rifles gives you tank\call-in inf\main line upgrade\howi\loiter. Joint gives you officer\recon\repair station\two heavy support weapons.
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Heavy bombing run is way too expensive. 300 munition for effectively weaker Air Supremancy (250 muni). Less area coverage, takes hell of a lot time to arrive. Saving grase is that it can come from the map corner and cant be shotdown. UKF planes cant be shotdown either (before they drop bombs) and arrive faster. With a pop on the map, but still.
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Relief\Rapid feels like a gimmic to make bad ability work. I mean, even if you mass retreated to the base, and even if you did use it, unless all your squads have 1 model alive, you wont get any good use it. Sure you have faster reinforcement, but your alive models will be most likely beaten and requare medics to heal them, so you wont get any value from this fast reinforcement.
On top of that, unless you have multiple squads this fast reinforcement is pointless and waste of muni.
1 ostt squad arent worth it. 1 cons squad ... well debatable, but not worth it aswell.
Fast building times are good, they are always can be usefull. But how much units you will be building? Unless you are floating with MP, you will be building 1 max 2 units at the time. This is not worth it.
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Also can we have new portrait and icon for Jaeger command squad? |
USF got no love this patch. RE rifle grenade nerf was pretty unexpected.
Also regarding Calliopes, they are more expensive than Katyushas and Panzerwerfers so making them die just as easily as them earns a price reduction.
How they will die just as easy as them? They still are much more powerfull then both werfer and cali combined + they are immune to anything but tanks and AT weaponary, cant be one-shotted. |
Forward Resupply Station
Converts a garrisoned building in friendly territory to a Forward Resupply Station. Converted buildings have 6 Pioneers that will repair vehicles and reinforces nearby infantry.
This ability should also countain somesort of a buildable variant of it, just like sov Urban defence has buildable HQ, if there is no buildings worth converting to. It has a rep bunker. |
Absolutely yes. Remove the cover bonus from sections and give them a snare, then balance their strength from there. That would go a long way towards turning this cheesy faction into a real faction.
Be carefull what you wish for. Maybe we will end up with snare on tommies and +5 fuel increse on bolsted to compinsate. |
We should only be thanked!!!
We've recently brought in additional updates to our cheat detection system.
Come on AE. We all know, you guys were disapointed that Relic didnt issued him a ban instanly as community top figures reported him, therefor thats one of the the main reasons why it was brought public.
I highly doubt that they went updating their anti-cheat because of the shitshow dramma, you guys started, no offence.
Not to mention Seeking got into a banwave, not into personal decisional ban.
Probably they have seen all the evidence and so on + updated anti-cheat. But if Relic would have been presented with proper reasoning, evidence and so-on right in the beggining (not after few days past drama), who knows maybe Seeking would have been banned earlier.
And no official company or developer tolirated public personal discussions like this, so its justified that they are disapointed, like some other ppl (me included) that this all went in this direction.
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Thing is, volks unlike pretty much any other main line in the game, arent getting anything for late game.
Cons have reserves, Grens have really strong vet, Tommies and Rifles are gearing up during the game. Volks on the other hand, dont have anything past StGs.
Even their strenght comes exclusively from the StG timing, but not its perfomance.
Obersoldaten or any other call-in elites arent cutting it for OKW, so they arent miracle late game AI. Mainly because you need to vet them first and also because they cant be everywhere and most likely will be in the most important egagements. |
I think that volks just need an ability which would just punish cocky play against them, when they have StGs.
Somesort of focus fire, or steady aim, something to just prevent USF\UKF murderfucking them ignoring cover, range and pretty much everything if volks arent babysitted by something with AI capabilities or outmatching them at least 2 to 1.
Hell even, lock it behind battlegroup HQ.
I mean sure, more expensive inf, side grades and bla bla, but volks are the only inf in the game, who can be just bullied that bad and who dont even have their niche they are good at. |
A Volksgren engineer unit wouldn't fit in Luftwaffe, the doctrine is all about assault. It would probably fit better in Scavenge as a bundle with thorough salvage.
Well it fits actually, having multiple fighting unit on the front line, which can repair tanks which were damaged\snared during the assault. SPs are cool, but they are not such unit. |