Why not:
1) Give PTRS penals "fast shooting" ability, they will unload whole magazine of PTRS faster
2) Maybe consider giving them sprint ability at vet2\3 to allow usage of satchels more possible
3) Also PTRS themselfs could fallow tommie AT squad. They have much better acc. vs inf (or at least it feels like it) and aswell I belive they can even out-shoot if they have vision with their AT rifles. |
I don't think buffing them directly is a good idea. Mainline inf spam is already too prominent. Why not just remove sandbags from all mainlines. This would be a massive indirect buff for grens (particularly LMG grens) and it would make the early mid game a million times more interesting.
Grens arent suppose to be used offensively anyway. Rifles dont have sandbags, while cons do, but still they both need to overrun grens.
Tommies do have sandbags, but main idea of tommies aside from sandbags are cover bonuses, so even without sendbags they will outshoot grens anyway when in cover.
By the time allies start to use sandbags defensively you will most likely already get T2 as ost. Problem with grens, that they are ment to be used completly defensively, while they are unable to provide ost with proper defense and they are way to easy to be overun\out-shot early on by rifles\tommies.
LMG grens are nice, but they are nice right untill allied player responces to them with their weapons or upgrades, which makes match up just as it was during early game. |
You pick BARs because they're your standard AI upgrade as USF and they absolutely suck at distance fights.
wtf is your problem? Nothing I stated was inaccurate.
Its not inaccurate, its just strange to say that Bars Rifles cant fight LMG grens on distance when nor bar or rifles are ment for distance fighting. Thats the whole point of M1919 to make rifles distance figthing squad. |
It's already super hard to force any bleed on LMG Grens from distance fights with BARs.
You dont pick bars for distance fights, to begin with.
Also no-one saying that LMG couldn't get some ajustements, if grens by themselfs become better. |
Regarding snare change, what excatly is being addressed. I mean, if the idea was to give USF better time during LV phase, then this change is resonable.
If the idea was to help USF with snares later in the game, when you might have lost vetted units, after LV phase, then it would be more logical to locked it behind 2 officers or Major, to keep things as they are right now, while improve lategame. |
Also speaking about "slow damage sponge". It has max speed of 3.9 (avre), 3.8 (crock), 4 (default). KV-1 in comperacent has max speed of 5.1. All heavy tanks (except super heavies) have around 4.8-5.1
BUT. While max speed is lower then for other heavy tanks, its acceleration and decceleration are the hightest along all heavy tanks in the game.
In other words, Churchill is the fastest heavy tank to reach its max speed. Its accel\deccel are 3.5.
In competent.
KV-1 - 1.6
Tiger - 1.8
KingTiger - 1.4
KV-8 - 1.4
Panther - accel 2.4 (max speed 6.6), deccel 4.5.
Jaghttiger - accel 1.2, deccel 1.25 max speed 3.
So no, Churchill isnt slow by any means, its max speed is just lower, but at the same time fastest to reach.
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Considering that it comes on field when you already have Panthers and/or Stugs or JP4s, Churchill is a free vet grinder for those tanks. If you have a problem dealing with them.... not balance fault. Panther has armor, hp, AT gun and plenty of MGs next to the pintle, and you're complaining that a semi-stock (depends which spec. you get) damage sponge is too much?
Stug\JP4 can engage it frontally, aswell as pak walls. I wasnt complaining about frontal armor.
Also Panthers wont be the field if ost\okw get P4. If ost completely skips T3 and goes strate for T4 and OKW completly skip all other fuel based units, then yes, panther wont be too far after first churchill.
Other then that, it wont.
I'm complaining, that its ass has 180 armor, with P4 close range penetration being around ~120. Its rear armor, might aswell match frontal armor, because other Panther\Stug\JP4 nothing will penetrate it. |
Battlegroup Headquarters
The Battlegroup Headquarters is receiving a change to make healing more accessible. Medics will now be available from the start while Forward Reinforcement must be upgraded.
- Fuel cost from 25 to 30
- The Sd.Kfz.251/17 Flak HT build time will be adjusted for timing accordingly, see below
- Medics automatically available
- No longer reinforces when deployed out of the base sector, unless upgraded
- 'Forward Reinforce' upgrade added. 100 manpower and 10 fuel. 15 Second upgrade time.
I would have rather make it cost 10 (15 in total) fuel to build but completly locked (no ability to build units, no reinforcements) and without it even counting as a track deployed, but providing medics.
And relocate cost difference to an upgrade which will count as a proper track deployment.
In this case it can just act as a more expensive healing bunker, which you can easily get if you need one. Which will be more in line with the expenses USF take for getting ambulance.
The only thing which needs ajusment is the timing of flakHT. |
Early game:
Mortar, Sniper
Sniper is objectively the single reason to get T1 without being overrun by USF\UKF, and even when T1 picked ppl still usually stick with Osttroopens or (in lesser extend) with Ass.grens, because both showing better and cost effetive synergy with MG42\Sniper then grens.
LMG grens are good up untill elites or allied upgrades hit the field, and they are strong with vet3, but at this point they are still infirior. Sure they dont suppose to be as usefull in late game, but point is, they start poor, have small oportunity window for the cost of slowing down your tech and spending muni, and later on they are again completly outscaled.
Hell you dont even need their snare that bad, because osts have them aswell, and even if they didnt, you might aswell spend this LMG muni (which you requared to get) on mines.
Panzergrenadiers, FHT, 222.
And this is why ppl in general skip T1.
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I'm not going to argue functionality of unit with someone who doesn't understand that functionality based on own, imaginary definitions of the role.
Are you try to discribe yourself? Ones again, try give one reason why it should be protected from flanking, which is the core game mechanic? I mean you can somewhat fight or finish comet with PIV attacking from the rear, why churchill shouldnt give a single fuck about flanking, if its not Panther?
Especially if that someone thinks cromwel is a premium medium.
Ye my bad here, checked wrong gun stat. But we can also remember all your fuck ups regarding stats I just should check them more carefully. |