FRP is an issue for numerous reasons, ie you play as Steppes against OKW and your faction is Soviets. That would be a potential massive advantage.
IMO the real problem is that Ostheer and Soviets don't even have a doctrinal option for that, whereas for the other three, they are non-doctrinal; for WFA armies it's a given because they are part of teching up. You'd think at least the shittier commanders like Defensive Tactics would have a FRP ability alongside M-42 peashooter.
But no, I hate having to retreat men all the way to other side of Sittard or Steppes. If there's a problem with FRP, it's that not all factions have it and should, not none at all. That's also a huge part of UKF design. |
If the Hetzer does not overlap with JP4, then it would definitely overlap with Puma. yes you can argue it's an in-between, but that's not relevant since no one needs such an in-between in the first place. |
Mmm the plane's increased speed and/or splitting into multiple planes means they are more survivable to being shot down. Pretty good ideas.
I don;t know what Karbinder is talking about with replacing Stormtroopers w/ camouflage, I take it you meant Ambush Camouflage? |
How about placing Rangers instead of the Paratroopers. it may make Heavy Cal seem less unique, but we get a makeshift "Ranger Company" that could be useful, all we have to do is fix and make Forward Observers affect Rangers too and rework I&R Pathfinders to place beacons that does something else unique, like hiding units from the minimap or increase scatter from enemy artillery.
If infiltration is used, then it makes more sense to have Rangers than Paratroopers. However being airborne-themed it would appear strange, given I&R Pathfinders having nothing to benefit from their landing beacons. Infiltration was suggested since it was something that gave them a spawn point aside from clone Stormtroopers, whereas dropping them like Airborne makes them a bit too similar to Airborne.
You did not need to rephrase, it is a matter of disagreement, and only in select points, not all.
I actually just realized this is available in a mod, so I've only been tinkering with it recently.
USF Major has Artillery (albeit pretty bad at the moment), I&R Pathfinders has Arty, OKW Panzer Commanders have Arty. and all of these don't require vet to get (Pathfinders require 6CP, Major Arty gets better at vet 2)
This is true, but this is also irrelevant; the issue is not whether certain units or commander abilities may call in off-map artillery, but whether said commanders already include off-map artillery as part of the deal: all doctrines that have Field Artillery Officer already have at least one off-map ability similar to Light Artillery Barrage. Specifically, Assault Support (also has Stuka Strafe and Fragmentation Bombs); Joint Ops (howitzer emplacement and light arty barrage itself); and Osttruppen (which has Railway Artillery). Your change basically gives players an additional barrage option.
Having said that I recommend that the ability just removes the range limitations it still has on artillery units, it basically becomes the Axis equivalent to Victor Target from vCoH1, and similar to UKF's base howitzer ability. IMO that's the only problem with it. If you really want a classic artillery barrage, nearly all commanders with this unit call-in already has them.
I understand that, with zero artillery, the ability is useless, by that sounds more like it should just have a discount to munitions cost. At 90 munitions you basically get what you already have in the doctrine, but cheaper. I'd say that's cheating, even if you just YOLO the squad into firing range and it gets slaughtered.
Hull Down decreases damage taken speeds up reload time and increases range. Its a decent start for these tanks, But I agree that it could use some more, especially the KV-1, but I don't think I'm that qualified to tinker with the fine detail of numbers and stats of scatter angle, distance, damage, ect.
If KV-1 is so problematic that you'd need a fancy hulldown mode to improve it, then I say it should just get those buffs period without some fancy toggle. Hell I'd even buff it to Churchill armour levels, even though that's not realistically plausible; it's crappy gun already makes it terrible compared to Churchill proper. |
I always took reverse speed as being less than forward, seeing as how often my vehicles often don't escape danger fast enough ;/ |
USF: Air Combat Group
Affects: Recon Support Company
- Price Split into 450 Manpower, 150 Munitions
- CP Requirement Reduced by 1
- AT Gun Removed
- 1 Paratrooper will always come with bazookas, the other Paratrooper will always come with either Tommy Guns or an LMG.
(The Ability was too manpower floaty to be used effectively, the Munitions cost alleviates alot of that while still being reasonably pricey. It also came too late in my opinion and the AT gun was redundant. Also the ability now has less RNG.)
Mmm I rather it just be removed entirely and they get classic paradrop earlier on. Or can Infiltrate from buildings, if you want a different approach from Airborne Company. However you look at it, it's still too high MP for lategame. I also don't like how it's combining munitions and manpower, IMO that makes it even less likely to be used. If they spawn without weapons but can upgrade themselves, it at least means you can still get them even without munitions. Making them spawn once instead of with double and lowering MP and CP costs accordingly also means this ability would be used more frequently.
OST: Osttruppen
Affects: Prosttruppen Doctrine, Mobile Defense Doctrine. any doctrine with Relief Infantry Ability
- Vet 1 Ability Replaced with a Model 22 Grenade
(Medkits were always useless on all units not named Pioneers, also gives Osttruppen Doctrine some light anti-garrison if skipping T1.)
I don't think they're useless, but they certainly are micromanagement intensive given how selecting a target squad makes you select said squad, as if you cancelled the order. It also takes a long time and until then both squads are frozen in place, perfect for a squad wipe. At best Relic should change it so the effect is instantaneous; it's not like the target squad will immediately heal to full health even when in combat.
OST: Arty Officer
Affects: Alot of Doctrines
- Concentrated Barrage now the Vet 1 Ability, replacing medkits.
- Concentrated Barrage now summons a light arty barrage (regardless of owning any artillery units or not) AND any available owned artillery unit on the map, regardless of range and cooldown.
- Munitions Cost increased to 90
- Now Receives vet from other units fighting (Like USF Major and Captain)
(This is just to update the arty officer and to make the concentrated barrage useful.)
Some commanders already feature both artillery officer and light artillery barrage. Those that don't, like Assault Support, this means they have an additional artillery barrage ability, even if limited to this unit's radius.
There are numerous problems with this unit, such as not being able to pick up weapons, medkits or even supply boxes. Gaining XP from nearby units and buffing abilities sound nice, but I don't think it really helps the unit the way it needs.
SU: KV-1, KV-2
Affects: Soviet Industry, Counterattack
- Vet 1 Ability Replaced with Hull Down (Same as Ostheer Hull Down, except it doesn't need infantry to do it)
(Synergizes with the KV-1's "Tank Damage then Counter Attack" Motto and the KV-2's Lockdown.)
KV-2 maybe, but I think the KV-1 needs more anti-infantry firepower if they're going to have such low armour. Churchill is a beast and can still fire shit up with its gun; this thing not only has a peashooter but has glass armour by comparison.
|
Relic servers don't seem to work ATM. 250MB killed it. |
So what are the effective anti-sniper counters then? Can't name any? Oh yeah that's right cause their aren't any effective counters! My inability to dodge anti thank threats? ROFL yeah ok, with the massive damage of a panzerfaust AND engine critical damage, nice try. You're going to post and tell me that I need to l2play (yet I am lvl 13 in the 1v1 ladder) yet you give no constructive advice on how to effectively deal with snipers as US.
Everyone else that would like to respond, please give constructive advice on how to properly counter snipers other than saying L2play please.
Besides M20, simply attacking the sniper is a counter. Can't kill the sniper because of MGs and so forth? Then your problem isn't sniper, it's you got outplayed. Giving you US Sniper would never have won you that battle, because MG42 would have pinned your sniper, the Grenadiers would shoot him, or he gets run over by 222. Oh, but that MG42 would have pinned your Riflemen instead? Well that just confirms my point, it's about successfully apply combined arms. |
USF can snipe in the Ardennes Assault Campaign; Pathfinders have a munitions ability that works like the Recon Infantry Section for Brits in vCoH1. It's really cool and helps infantry deal with priority targets like Obersoldaten or MGs in houses.
Even giving it to both Pathfinders in the base game wouldn't be bad, it requires using the small recon squads so you're locked in specific commanders, cost munitions, and a lengthy cooldown time. It could just be locked behind vet1 unlock or something. |
FOUR GAMES: 32m, 31m, 23m, 18m for a total of 104m, average 26m
ONE WAR SPOIL: new bulletin "PaKs Quite a Punch" (Ost)
SEVEN GAMES: 26m, 13m, 20m, 19m, 30m, 39m, 39m for a total of 168m, average 24m
ONE WAR SPOIL: duplicate skin "Two-Tone Field Pattern (H)" (OKW)
SIX GAMES: 32m, 24m, 14m, 20m, 31m, 45m for a total of 166m, average 27.6m
ONE WAR SPOIL: duplicate skin "4-Colour Disruptive Pattern (L) (Ost)
FOUR GAMES: 15m, 26m, 16m, 41m for a total of 108m, average 27m
TWO WAR SPOILS: new skin "(L) Summer Improvised Voronezh" (Ost); duplicate bulletin "PaK it up, PaK it in!" (OKW)
EIGHT GAMES: 19m, 23m, 32m, 31m, 33m, 14m, 28m, 31m for a total of 211m, average 26,375
ONE WAR SPOIL: duplicate bulletin "Seasoned Hunters" (OKW)
In this reply, summary data is:
-29 games
-5 drop occurrences
-6 actual spoils; 2 new, 4 duplicates
-total time 757 minutes, equivalent to uninterrupted gameplay time of 12 hours, 37 minutes
With this recent number of games, the average drop occurrence (757/5) is 151.4m or 2 hours, 31 minutes, 24 seconds between drops.
Outliers: shortest time between drops was 104, longest time 211m, or 3 hours, 31 minutes
|