Is it just me, or do these commanders pretty much outclass all the other USF/OKW commanders? |
+1, add in 5th man at BP3. Should keep early game balance as is and compensate for grens poorer late game veterancy and survivability (compared to other core infantry).
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Thanks, I'll pass the information along.
I have a suggestion in this regard: how about implementing a bonus dmg mechanic so the zooks/shreks do less dmg to infantry but more to vehicles. Like you guys have already done with ptrs |
I think its problem is lack of fuse. Its basically the old volk nade in terms of throwing animation and flight time. |
why not use bonus dmg code like has been done with ptrs |
I think anvil double vehicle repair speed also contributes to this. Makes the churchill that much better able to spearhead since it can out-attrit you in terms of late-game tank battle. Also, makes it worthless to just push back the churchill with heavy damage. You either commit to kill it, or cede ground to it. |
Heh. Had a game vs a brit player. His centaur got abandoned. Instant surrender |
Imo the problem with FF & Tulip is that they don't really fit the vehicle gameplay mid-late game.
Tanks are supposed to be durable beasts, the whole point of them costing so much (compared to infantry) is that you can repair the damage as opposed to, say, paying extra mp for maintenance (as is the case with infantry). To really kill an enemy tank you either trap it with AT/Mines in your own territory or commit your own AT into a hunt into the enemy's territory.
And all vehicles obey this mechanic, to a greater or lesser extent. Except the Firefly + Tulip combo. Especially in numbers.
IIRC To prevent exploits, the devs nerfed the FF reload (it was OP as hell when it had a normal reload, in the alpha) so much that now, its crap when its alone.
Its sort of like soviet sniper spam in that respect. Even moreso with vet (increased dmg I believe)
I agree with the general consensus: FF needs to have nerfed dmg, higher RoF, and Tulips need nerfing.
Why not make it like an inferior, allied panther? (high pen, low RoF, normal dmg; tradeoff for low health/armor is lower cost; it has 10 more range so it can outrange other panthers) |
hmm...sounds promising. Can't wait for balance mod |
Just low its PEN a bit, so that Churchs serve its purpose, a damage sponge that can take the hits for other stuff and also kills inf, but that is in trouble when heavier tanks arrive.
It should hardly penetrate a panthers front armor, much less a Tiger or KT.
Ya that could concievably work. +1, I'm in favor of that. |