I noticed the light suggestions for UKF. Any thoughts on increasing Vickers HMG suppression? I've found it to be a liability instead of a proper asset. It doesnt suppress charging elite squads before getting bundled and its Vet 1 is... dumb.
I suggest shift half the power of Vet 2 suppression into the HMG and make Vet 1 range and vision bonus apply when deployed in green cover, not only garrisons. Or give the Vickers a real ability. Incentives static play and not proper MG shoot n scoot.
Also, the Soviet ML/20 is a straight worse version of the le18. Giving it back an ability would be good. |
It just makes them... obsolete late game in any team circumstance. Instead of threatening them, it just nukes outright (well, all but SZF needs to get close to do it, but they all launch quickish. Makes vetted team weapons feel like they are on borrowed time. Ive never seen a vet 3 UKF AT gun. The Vet 3 MG i had got hit by cross dropping SZF. |
Limiting is acceptable if the pop cap cost of the unit would be prohibitive to limit spamming (churchill). It lets certain vehicles that are ok alone but oppressive together be better alone (panther in team games). Also, rocket arty spam is a serious issue, with many late game big team games seeing two per player. Making them 18 pop cap or more to limit spam would be prohibitive, limiting to 1 might make team weapons a thing again. Might require further tweaking etc. |
Just... nerf rocket arti wipe power. Lower damage, increase time to barrage completion and rocket count, decrease damage especially if garrisoned or in green cover.
Make RA area denial instead of a veterancy deleter (like a lower scatter Land Mattress)
The lack of universal rocket arty gimps those without in team games. |
Standard response: make it have 1.25 RA and problem is solved. |
Whats the barrier from a reverse command? Is there something special in the Raketen squad files? Finally, what hotkey would it be? Id suggest make reverse R and reteat F or something. Less jank is always good.
Not really the right place, but increasing RA to 1.25 would also make it equal to other retreatable team weapons, QoL for opposong players.
Otherwise, its a nice way to remove jank. |
Issue is, Axis reliance on Ele an JT is not super ISU dependent. ISU is pretty weak to a Panther, Ele and JT club enemy heavy TDs. |
Does this mean that my mortar will start retreat instantly (if packed) instead of setting down first? BlessRNG
Or it's about a different issue?
Different issue. This would result in a bugged-out mortar, thank god its fixed. |
70 range TDs are all problematic, especially on long laney maps.
Their commanders are all too well rounded. |
Yep. Once you break past 2v2, maps scale poorly with people and the rocket trucks really show up. Do your best to dodge rocket attacks, but expect mass infantry death eventually. I dont play allies above 2v2 unless I know someone has a rocket truck. |