It might be too early, as the land mattress will reliably arrive long before either the Kat or the panzerwerfer. I just think it just need to go up to 8 cp.
+1
The Matress in itself ain't OP, but the timing is. Just set it at cp 7 or 8. |
Brit armor is great, no reason to touch these units. The mortar pit on the other hand should still be replaced with a 3inch mortar squad. |
Give OKW the MG-34 stock that is available from the HQ after any OKW truck is placed down and make the doctrinal MG a MG-42 and put it at 3cps or so. It'd hardly be OP given it's the worst MGs in the game.
The MG34 is actually not the worst MG in the game. That would be the .50cal, 280mp arriving way too late, and easy to de-crew. The MG34 cost 210mp and gets the job done. All things considered, I think that the MG34 is actually a pretty decent MG considering the price.
Though I like the idea of giving the OKW a non-doctrinal HMG, I must admit, that giving them a non-doctrinal HMG without doing anything about the fact that they have a super heavy non-doctrinal tank, 15 units compared to the other factions 14(UKF have 15 but will only at any given time in the game have 13 available). Not to mention all the other little bonuses they get, because they in the past had a resource penalty. So if these other issues with OKW get fixed, or you add the equivalent extra unit options to the other factions, then by all means add a HMG to the OKW. Till then I suggest players fill the gap with a commander as other factions are forced to do.
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I do not agree. The 222 is a great scout car - "Scout car", not a light tank, or halftrack or whatever, and should not outperform the massively more expensive counter parts. If its performance should be better, then its cost shouldn't just be increased by a little, but significantly. The 222 in the right hands is quite potent already for its price.
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This buff might be a problem. I think that 2 x 222 will counter most allied light vehicles, and this at a cheap price. I think that the price should be adjusted accordingly. |
not sure if there wont be a mortar ever, but you can be 100% sure it will be tied to a commander lol.
Yeah, a commander that goes something like this:
Basics company
- 0cp Assualt engineers 280mp
- 0cp 60mm Mortar squad 240mp
- 0cp Wc/51 Truck 240mp 20fu
- 0cp Riflemen Field defences
- 0cp .30 cal MG Squad 240mp
xD |
If unlocked by the current Nade upgrade I would say yes.
I don't think this would be necessary seeing as it will never be as powerful as the incendiary nade. I'd rather have it locked by either teching or not at all.
Great idea, that would be a nice solution, might give RE's some more utility as well.
The wind up time would have to be as slow as the regular rifle nades though, else it would be too easy to win engagements.
This is of course a granted, I don't think it should be as strong as the incendiary nade, but it should reliably clear garrisons and deny them.
Damn garrisoning buildings so meta
Well it's glorious WFA and UKF faction design where basic tools like anti garrison are outsourced to commanders.
I dislike the idea of Volks throwing flaming grenades left and right like it was a completely common thing back then so I'd rather wouldn't like to see the same for USF. Too bad they won't touch factions after release in that matter.
Nothing would please me more than to see the mortar squad added to USF, but let's face it - it probably won't happen, therefore I thought this might be an okay compromise |
I find that building clearing is pretty hard as USF these days, and seeing as garrisoning buildings is the meta, I think they should have better clearing tools at their disposal; all flamers require a specific commander, nades are expensive and can be dodged faily easy, and the pack howitzer arrives rather late to the party. I think that in light of the adding of the incendiary nade to OKW, I feel that USF rear echelons should have a white phosphor nade, that works the same as molotovs incendiaries, but doesn't kill the models just eats their health, so if you stay in the cloud or building the units health will deteriorate. This first off make the rears a more valued unit, second make building clearing easier for the USF and not really ruin the overall balance seeing as the nade is not on the primary fighting units. |
Don't worry the AEC will be addressed in the patch, this is almost certain. I think that 70 fuel is a fair nerf, I think it could do with a little mobility as a compensation for the 20 fuel increase. |
The OKW already has an extra 15th unit(the King Tiger), and now there should be added a 16th unit to the OKW non-doctrinal roster. I think this is a ludacris idea, unless all other factions get two extra units. The OKW have, save for the MG, an impressive line-up, compared to all the allied factions regarding units, and performance. |