Molotovs, AT grenades, Oorah, Mines, Flamers, AT gun barrage, elite infantry abilities etc etc.
Soviets have plenty of places to spend munitions, as to whether or not players bother to do it is another question. If you have more than 90 munitions and you're not saving for something, you're not building enough mines, imo.
I, personally, agree with you that if you have more than 60 muni you ought to be mining. What I meant in my earlier post was that, faction to faction, ostheer has more muni expenses. So 120 muni has different value for both factions.
Just as many as Ost. They need to upgrade their infantry, build mines, use tons of AT grenades, etc.
Honestly, for how awesome it is the current muni price is completely justified.
Sovs dont have infantry upgrades. Not without specific doctrines. And the ones they do have (guards excepted) are generally cheaper. And their mines are cheaper. I'm not commenting on the price of the upgrade, just saying that generally sov has more muni floating than ostheer. So 120 muni has different value for both the factions.
I think the brit sniper should keep his snare. The OP simply meant that it shouldn't be able to engine-crit the 222 and the kubel. As in just those two. Cause otherwise they can't chase the sniper.
I believe he meant to suggest that crit shot should still apply to 222 & kubel but that it should cause turrent jam/temporary gun critical instead so those units cannot fire, but can keep moving. Thus, the sniper can safely escape and the axis light vehicles don't automagically become bait for more sniper shots and/or 6 pdr bait.
Its nice that we're all passionate about our favourite units/factions but lets all keep the discussion to that suggestion and/or calmly suggest alternatives plz.
Regarding reinforcing while upgraded: i'll go for a half way solution. Add a button which disables the weapons and let it reinforce. Just put it behind a 2min cooldown, so you can't just toggle it on and off.
Here's an idea I just had. How about moving all the T4 vehicles into the T3 building but increasing fuel costs of Panther and Brummbar? Then BP3 can be a 45-75 fuel (number not set, we can finetune it if the feedback indicates that the sommunity likes this idea) upgrade which reduces the fuel costs to current levels (maybe 150fu for Brummbar).
pretty sure the last change made to the panther was buffing its armor to 320, which was the change that made it popular in the first place.
Nay, I'm certain he was talking about the old Panther (this is from way way back, i think near game release). Which used to cost 150 fuel IIRC. Also, they decreased its HP from 960 to 800 but added 160 hp as a vet 2 bonus, and decreased its vet 2 armor bonus from 30% to 10%. They upped the fuel price several times, except one time when they decreased it, they made it 165 then 175 fu IIRC. (at one point it was 130 fuel. Imagine! ) Idk about the other stats though. All this was before the armor buff to 320, which is what most people nowadays know about.
I'm pretty sure that guy was talking about all of that when he was talking about how the Panther has been nerfed. Mind you, I'm not advocating a return to those days (Panthers were downright unkillable back then. Except if they got rammed )
Ok, end of history lesson. On Topic:
Long wall of text below, see the summary if you don't have time.
Summary of wall of text: Panther is too specialized to be useful as an AT vehicle except against Jacksons and IS2. This is due to its high cost, low RoF and teching cost of T4, which prevents deploying it in numbers (and in fact it should always be outnumbered when first deployed), in which situation its bad at killing enemy armor. Good at damaging. Bad at killing and chasing.
Brummbar shares role with Ostwind, and is more expensive hence worthless. Except lobbing shells over shotblockers.
T4 is too expensive to get alongside T3. Which means no panzerwerfer and hence no arty in most 1v1 games because T3 is essential in an equal game.
My suggestions:
Ost Panther should get RoF buff. Its timing in the game prevents its use one-on-one and its only use is as a defensive backstop, but the StuG is twice as good in that department.
Or maybe give it a stun shot with a higher aim time at vet1 instead of blitz which can only be used when stationary? That way it could maybe kill something once in a while instead of just causing dmg and forcing things back? [I think it would need some kind of nerf if it got this, not sure what. Suggested this because it seems to fit its current profile as a long range standoff vehicle]
The alternative would be to restructure T4 cost, decreasing it because you have to make the Ost Panther work late game, which it currently doesn't on its own. I can see it becoming really powerful in a combined arms force of pz4s and/or StuGs but on its own, as it currently is (and has to be due to tech costs) its not cost effective.
And move the werfer to HQ and tie it to BP3. With the tech fuel costs as they stand, its not feasable to get without skipping T3 entirely. And thats just asking for disaster. Unless T4 gets restructured.
Alternative solution: remove upgrade entirely, and make upgraded HTs a separate unit with the same muni costs to build. That way both can have vet requirements and bonuses adjusted as needed. Relic already has the model assets etc., will just have to rename the 'new' units. What say you all?