I'll have to watch the games myself, to get a better picture. However here is our intention with changes.
I got outplayed by Von in this game pretty early but i think flare mines should be looked, i think they are too cheap and spammable, can make some serious damage, maybe making only a ability for combat engineers and not cons?
I agree. a cooldown on Conscripts laying down tripwire flares would solve this.
and i think demos need a rework too, the wipe potential of them with only 1 click is too strong in my opinion, Von said that maybe could be added a limit to only 1 planted at the time or increasing its price to 120, i think it should have a limit of wipes like mines, like leaving only 1 model alive so it doesnt wipe the entire squad but there is still a risk to get wiped.
Something needs to be done with demos, and this would be a good patch to do that.
Cons feel really good now vs ostheer, it is really easy to clear buildings with the molotov, now that it comes with the at nade its really good. Now guards can be called again in the field so its also a good thing for combining with t2. Also it felt really difficult to take cons/guards out of their sandbags but i have to keep testing that, because i could have gone a mortar o flamers.
The idea is that Conscripts, when they reach Vet3, they should be really good defenders to hold down territory. I haven't really experienced that in my games vs Miragefla, because he always goes mortar, and that ends up blowing the sandbags, etc.
This game was better in my opinion, aparently grens with lmg are better vs cons behind the sandbags, had to go double hmg because of Von superior micro,
At lower vet, this should be fine. However at higher Vet, sandbag Cons should have the advantage against lower-cover grens. That's because sandbags can't A-move as efficiently as LMGs. I'll have to watch the replays to tell you.
Stugs perform really well, the medium tank fight seemed good, as Von said the same hotkey is for the t34 and the m4c sherman in the t4 structure for soviets, dshk seem to be good too, not overnerf or overpowered, maybe tweak a little its damage
Damage should go up, or should it go down, in your opinion; also, which range? Close? mid? Far?
gotta keep testing vs okw now and test stug, i think it wipes infantry models too often with its main cannon, and ju87 i think it still performs too well but gotta keep testing.
JU87 will still overperform, since its main cannon hasn't been touched. At least with critical hits being removed, your tanks have a snowball's chance in hell to move out of the killzone.
testing, and ostheer panther mgs feel kinda worse compared to okw ones, i think ostheer mgs should be buffed a little bit and okw panther mgs should be nerfed a little bit.
OST Panther is cheaper than OKW Panther, though. OST needs Panther mostly for its AT capability, whereas OKW has JP4 that can cover that role pretty well, already.
Also this was vs ostheer, maybe vs okw cons maybe will be less efective, maybe consider giving them a single dp28? Also the ostheer commander could be also reworked?
Thee will never be DP-28's handles to Conscripts. They do well vs OST, as you've probably seen. To fix Conscript performance vs OKW, we have to look at OKW overperforming infantry.
the repair speed of vet 0 pios is really slow, it was attacking with my tanks, receive a couple of shots with the jacksons, go back, repair for 5 min and repeat, i think vet 0 repair speed should be increased and maybe vet 2 bonus nerfed because it felt kinda bad having to make 4 pios to have a decent repair speed of tanks and i felt kinda limited also with pop cap,
Tanks need to have a downtime. Otherwise infantry play becomes unimportant in the lategame (see every game vs live-version OKW).
If you are having trouble attaining veterancy, slap some flamers on your pioneers. Lategame isn't meant to be tank spam & minesweepers.
i had fuel to make more tanks but i was limited to 1 panther, 1 tiger and 1 brummbar
That's already a lot of heavy armour. Maybe swap out the brummbar for another Panther? I don't see the gain in having both the brummbar and the tiger out at the same time. If you're planning on having both Brummbar and Tiger out, maybe supplement with Stugs?
As you said earlier, allies will have to have more tanks to deal with high armoured Panther. Those lighter low-armour tanks will take a lot of damage and will also have to be repaired too.
Redwings told me that it feels kinda annoying having to use REs and rifles together but he thinks that forcing usf to use combined arms is kinda a cool idea
Early game you're probably better off with a smoke mortar. Later game infantry-play should be a little more involved given that you're probably always going to be building a jackson.
Also, RE will play a lot better with Paratroopers now, without murdering your popcap.
Also i think there is a bug with pak twp because it takes too long to shot
That will be fixed. That's part of the double-shot countermeasures. Forced waiting time works better for vehicle TWP, since they can now use TWP while moving. However that doesn't seem to be working well for Pak40.
and algo pgren bundle nade seemed kinda buggy because of the same reason
SMG troops with grenades have always been derp. I don't know how to underp them.
Also it seems that the m7 mine isnt enough, i dont know how it works vs light vehicles but i activated a mine with my brummbar and it only slowed the motor and i think that should be punished, i think it should be given a normal mine. Gotta keep testing smoke with REs. Maybe also tweak down a little the stats of the mortar and give it more range?
Maybe it would help if the M7 mine wasn't triggered by infantry? Or deal slightly more damage? (currently it's 80).
You are practically throwing 15 munitions into the ground for a temporary debuff, and if an infantry model steps over it, they receive no bleed.