Pretty much all flame vehicles except the flame HT are under performing after relic decided to standardize and reduce flame damage. The only reason the flame HT avoids being bad is because it does twice the flame damage as the other vehicles thanks to having two separate flamethrowers. The flame hetzer would be useful if it (a) arrived sooner and (b) had better flame damage or better anti-garrison/anti building damage. Same can be said of pretty much every other useless flame vehicle (flame HT excluded).
Flamer have longer effective range then ppsh, if there were no ppsh, it would be easier to smoke out of cover and gun down infantry(lesson from elite rifle learned here).
Moreover, penals are squishy squad, so going for the upgrade isn't really a no-brainer and is purely situational choice, its often better to not buy the package to utilize long range potential, which is completely lost with package.
Lets not forget that the upgrade is 90 Muni. If I had the choice between putting that upgrade on every one of my penal squads or dropping a couple of demo charges or mines I know what I'd choose. It's useful on maps with plenty of buildings but I can't see wanting it too often on open maps.
Played a game as americans, and the volks fausts are kinda broken, one shot and my jackson was getting engine damage
Since Jacksons have less than 640 HP they'll always be snared by the first faust. It doesn't matter if it is Volks or Grens who fire the faust since the stats are identical. I'ts been this way ever since relic changed fausts to not damage the engine of tanks unless their health drops below a certain percent.
Not exactly, there is a lot of things missing, like the shocks sprint, manual reload, passthrough points and others...
I would just play miragefla's mod instead
How about we NOT shit on Relic for making positive changes to their game. Just because not everything made it into this balance mod doesn't mean it won't be added eventually.
I'm all for making the 251 flame track easier to get out and easier to use but isn't it still doing double the damage of every other flame vehicle due to having two flame spouts? That might need to be looked at because even with slightly reduced anti-garrison damage it's still going to be pretty monstrous.
You could make RE more like Osttruppen. Give them an accuracy bonus when behind cover. That would help them combat pios that try to charge them over open ground and would make the fighting pit without an MG more viable.
Alternatively you could just replace them with the combat engies from the Armor Commander. Their flamethrower would solve USF's anti-garrison issues but their relative lack of ranged DPS, 4 man squad, and expensive price would ensure they can't be spammed effectively.
Edit: Another option, would be to make the build order part of the walk-in time. As the unit approaches completion it begins entering the map, if canceled it spins around and walks back, but if completed it arrives at exactly the same moment as the announcement of its production. This would, I assume, solve the issue of arrival outside of control time. Another simpler option is to leave the units symbol greyed out until the unit is on the field to give the player a very obvious tool to know when the squad can be ordered to begin a task.
+1
I really like this option but if it's too hard to implement why not just reduce the build time of units to account for their off-map arrival time?
Well, I haven't faced off a King Tiger for a long time, but my idea of responding to the King Tiger is to have two Shermans, one Jackson, a single 57mm anti-tank gun, and/or a Stuart to have the useful abilities of stunning the King Tiger or damaging its engine.
I forgot about the stuart but you make a really good point. Whenever I've had a stuart on the field when a KT arrives I've been able to seriously hamper the KT by using stun rounds. It won't stun the KT but it will blind the tank making it impossible to return fire if the KT is being used as a spearhead.