UKF received the medic squad to encourage/accommodate more diverse builds (support weapons, Assault Sections, etc.) and because it's not desirable to force people to build a FORWARD Assembly in their base.
This is kinda funny to see really.
Poor UKF dont have access to medics if they spam assault sections, here take a stock capping medic quad.
Poor UKF spamms med upgrade, here are your medics, diverse plz, you can do it now.
Poor UKF dont have stock CQC unit, here is stock officer, with default nuke-nades.
Poor UKF spam x2 bren + bolster, here take raid package dont do it plz,we beg you, you can diverse.
Poor UKF have cap debuffs, here take an upgrades with cap\de-cap speed buffs and combat buffs top of it.
I think IS really need snares on them, to help UKF diverse from building Engies.
Like come on.
Its like ppl dont use diverse builds because all their units aside from IS are useless garbo and they spamm med supplies, not because its the best healing in the game, but because other options are unusable.
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Without specific number how would you design Raid Infantry Section upgrade?
By scrapping its whole idea, since it just can lead to potentual cheesing. And giving capture bonuses back ones either T1 is unlocked or upon upgdaring IS with medics\pyro.
I undertand that main idea behind raid package was to give IS capping speed back, but adding on top of that removal of out-of-cover penalties and sprint just to justify having this upgrade in the game competly unnessery. |
Everything Miragefla said about about ISU behind ZiS wall could be also said about Elefant/JT sitting behind Atlantic wall denying enemy tanks and even TD chance to push enemy away.
Somehow ISU countering infantry is bad, but Elefant/JT doing the exact same to vehicles is perfectly okay. The fact that JT also has a barrage and it's not touched in same patch ISU AI and ZiS barrage were nerfed is funny
Yes because ISU cant counter vehicles, because all vehicle can cap points, because all vehicles can be one\two taped by Ele\JT, because Ele\JT can leave you without a unit you spend half of the game vetting in a few second, because damaging tank bleeds MP.
Also if you use barrage of JT against inf, you would see what a joke it is of an ability. And not a fun joke. |
Just because you know how to drive car very well does not mean you know how the car actually works.
Just because you know how car works, doesnt mean that you can drive it, especially if you didnt do it in ages, if ever. Actually field knowlage and driving experience >>> then a paper sheet knowlage of how mechanics works.
Does it make that big of a difference?
It does if you count fuel and MP of molys and AT nades.
Moly cost - 85mp 10 fuel
AT nade - 125 mp 10 fuel
Reserves - 100 mp 20 fuel.
In live reserves cost you 310mp 40 fuel.
In patch, for comparison:
With AT nades, no moly - 15mp 10 fuel, considering savings from molly.
With Moly, no AT nades - 25mp saved 10 fuel, considering savings from AT.
Without AT\moly - 110mp saved and 0 fuel, considering savings from both moly and AT nades.
Also your 1-2 mins faster, its actually pretty big of a change in timing, considering how game is fast phased. And on top of that adding the time of upgrading inf with it, reinforcing it and potentually using savings of MP depending on what you've unlocked before.
THE FUCKING SKY IS FALLING! CONS HAVE A COMPETITIVE UPGRADE AT COMPETITIVE TIMING!
You've said it. Now we can finally nerf t70 to ground it belongs to |
However if the intention is to simply delay IS capping bonus that was removed in 1.0, then why not just lock it behind Platoon command post for example?
+1 on that. Back capture bonuses can be even bundled with meds\pyro supplies upgrade. It honestly feels kinda over the top change, for the simple reasoning behind its justification. |
I honestly just think that whole idea of soviets with T1 or T2 is kinda flawed in its core.
I mean, if we look at the history of whole T1 or T2, it was always matter of cheesing the opponent.
T1 was a full cheese, with sniper in clowncars, later with flames in clown cars and double sniper. All of this were nerfed, leaving the only saving grase - Penals.
Mod team keep trying to boost and inject everything into penals, to make them the single reason why T1 should be build.
As an example lets take a look at Ostheer. T1 has nice units like mortar, sniper, grens but non of them are really essential, T2 is essential always. Because it provide you with AT gun (which in my opinion is the most important unit factions can have).
On top of that, soviets are the single faction which is fully designed and balanced around the idea that "you have to pick a commander".
This means that cons and T2, are over-all always more logical chose, because firstly you get access to MG and AT gun. Secondly you are not limited to a specific commander choses, because you can litteraly pick any commander and it will add on top of what you have, rather then cover your holes.
If you go T1 without backteching, you kinda need to pick a commander with DShK because you dont have an MG, you kinda need to pick commander with M42 because you dont have any AT guns, you kinda need guards to use button + Penals satchel.
And even if you want to backtech, why bothering yourself with T1 to begin with. Even in teamgames, ppl who go for T1 still always backtech for T2.
TDLR: I personally think that T1 shouldnt be a "chose tech", it should be a part of a standart tech which requare both T1 and T2 to be build, to access T3. In this case, this will allow to balance T1 and units in it not as an entity which is kinda supposed to be chosen and provide option over T2, but as a part of a tech with all units from T0, T1 and T2 working togeather. T3 cost ofcouse should be ajusted.
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Feel free to compare out-of-cover DPS and in-cover DPS of non-upgraded infantry sections. You might find out something interesting.
Their penalties only matter when equipped with Brens, where the cooldown and reload of the weapon is so long that the penalties actually create a difference.
The only "huge buff" they get is the 0.05 target size difference they get when in and out-of-cover.
Yeah and are the IS stuggeling vs Grens\volks to begin with? Are bolstered IS stuggeling vs them? So pretty much, right now you somewhat have to get them into cover to win the engagements consistently, while out of cover its much harder to beat volks\Grens.
This upgrade removes single disadvantage of IS (aside from lack of snare) - performance out of cover and on top of that it provides long range DPS bonus against both mainlines which are supposed to be aswell used at longer ranges and are already stuggeling vs IS at such ranges.
To put it blantly, this upgrade is buffing IS out of cover and it buffs them even more IN cover via DPS increase. If you get default is (bolstered or not) and is with new upgrade and use them identically and how they are supposed to be used, its just a plain fat buff. |
This is no "upgrade". It's a downgrade. At best, it's a sidegrade.
Funny how out of all, you didnt mention removal of out of cover penalties, which is a huge buff to combat perfomance. |
ostroppen are supposed to be part of an army composition not the entire thing. they are there for bodies to give squishy ost some meat and give expensive men ost something that stems the bleed. they are not supposed to be pushing they are SUPPOSED to be defending. combined arms is the intended design, lack of it is the problem.
Why would you want to mix up ostroopens with grenadiers to begin with?
Osttroopens, even in their meme release state, were always supposed to be spammable inf which replaces grenadiers, the only difference was that both MG42\Grens came from T1 back in the day, thefore skips and rushes werent the option.
They became the problem, when ppl realised that skipping T1 pays off more in a long run, then getting it + on top of that MG42 in HQ just reinforces this, because its the single unit which objectively holds whole ost early game together. |
My problem with Mechanized and Battlegroup is that Mechanized has all OKW's strongest field units, the Panzer II is better than the Flak HT and the Stuka is better than the LeIG, plus there's the Puma.
We'll see how these new changes work out.
BGHQ as a chose over Mech is something from the ancient times, when it had JP4 in it.
Right now, whole point of BGHQ should be a mere side tech, which grants you access to healing, and if you wish you can invest more in it, unlocking additional units from it.
Its the single way to make OKW tech have somewhat natural flow.
You wont be punished by going mech, while if you dont need\want to go for it, there are still be possability to skip it by fully unlocking BGHQ and going for scwehr. |