Just because you can click on something, doesn't mean the missiles will stop at it.
They stop only in contact with shot blockers and armor, will pass through anything else, ignoring it.
That goes for everything but barrage weapons that can attack ground.
End of the day, Tulip rockets can be fired at anything, including infantry, buildings and team weapons., and I think this should be changed to only vehicles. |
No, it can't since alpha.
Just tried it in a match with no mods, it can indeed be targeted at anything, including ambient buildings. Bug due to latest patch perhaps? |
Tulip ability can also be targeted to ground, so it also makes for a straightline makeshift artillery that can wipe weapon teams. IMO that makes the Firefly more than just a TD.
Personally at the least, it should be an upgrade that competes with tank commander- you can upgrade to either, but never both.
I do like the doctrinal idea, it could come in as a regular Sherman with the HE/AP switch, plus the Tulip for a late-game all-round fast-but-fragile option.
The manual reload is also a good idea worth considering, at least then you have to retreat to safety and not fight to reload the weapon...or just make the tulip cooldown longer, like the AVRE. |
Potential solutions:
-I wish the sight ability had some mobile application. I think this is an alright ability, but abilities like rifleman flare are much better.
Forward Observers demand being garrisoned or in cover, which means this is a defensive based unlock. Riflemen Flares however are much more flexible since you can fire it ahead of an advance or fire it to see where the enemy is attacking you.
If I were to change this, the ability should be on all infantry, and at least for Riflemen, it is on whenever they are not moving, kind of like Ostheer's Spotting Scopes.
- Move the M8 greyhound to 2 CPs. Provide some way to allow it to scale better or to have more shock value. Maybe allow it to radios to provide recon (similar to coh1) for a moderate munitions or mp cost? Or maybe switch it's role to be a light AT vehicle like the AEC or puma?
Depending on how this unit's role ought to be, the CP could either be reduced, or if kept allow the M8 to have greater roles. The biggest reason to go M8 is pretty much Canister Shot, but its a gamble due to low armour and lack of AT. I don't own this commander, so I can only guess the crew doesn't spawn with bazookas like the M20's, maybe it should?
Another idea is that it's an upgrade from regular M20s, but this causes a problem in that it's locked behind the less useful of tech tier options, and no ones going to go LT just for M8, even if it's a regular unit training queue rather than an upgrade.
-I&R pathfinders I think should function as a regular pathfinder squad, with the ability crit squads below a certain health level, with the additional ability to call in artillery. They need more utility in general.
I&R Pathfinders are clearly there for the last unlock, so if the latter is revamped or removed I don't think there's any point in this unit at all. The arty ability is nice, but it can certainly be done elsewhere, like giving it to the officer squads to encourage using them in a assault support manner. I didn't even know I&Rs don't perform sniper roles, that's one less reason to bother using them.
-The airdrop needs a major overhaul. Personally, I think that airborne with bazookas is a massive waste of elite infantry, on a weak piece of anti-tank. I think that this ability should be pushed to 8 CPs, be 550 manpower elite AT drop. It should drop a Airborne squad with the ability to upgrade Recoiless rifles for 120 munitions, as well as an uncrewed AT gun. This would make this ability have late game utility, while still distinguishing it from airborne commander airborne troops.
I actually think it should just drop with bazookas, and the CP and manpower cost reduced accordingly. That, or copy CoH1's AT gun drop where it drops a crewed AT gun, and can reinforce near beacons, and given superior stats can rely on warding off infantry attacks for a while, with the obvious drawback of manpower bleed. I'm guessing you envision recoilless rifles as being better versions of bazookas without replacing bazookas, I find that unnecessary bloating the game by adding useful stuff but no getting rid of the useless.
If you REALLY want recoilless rifle unit, then maybe it should instead act like a heavy weapons team and works like the Rak43; small, fast, can be garrisoned into house, camouflaged, and when killed leaves the M18 weapon lying around to be recrewed or salvaged/ destroyed. This can be done either by a lone squad drop, or dropped like HMG/ AT gun, uncrewed. Would need to have CP reduced though, and by that point we're looking at a commander with lots of early game unlocks.
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I would think it is appropriate for a commander unlock, especially if the commander's abilities are geared towards 4v4 support play. USF is already pretty good as 1v1 but IMO is crap in larger game settings, so besides revamping the stats to be biased one way or another, another path to consider is crafting commanders that favour certain play styles.
An example is that a commander with defensive unlocks (improvised armour, or even camouflaged) would have little to no unit call-ins and a light arty off-map. Hell, it could be a USF-based community Defensive commander. |
I honestly don't see how a 76mm Sherman is any different from Easy Eight, seeing as how Easy Eight in this game is precisely that- 76mm Sherman. Hell, it's got other benefits too. You even build it now, not call it in from off-map.
Really, OP is propagating a feeling of "we don't have this, so we should get it", when in reality, you DO have it. And it's not like you could even use 76mm Shermans in Ardennes Assault anyways, the NPC use them at the final mission. Hardly a "it's already there ready to rock".
If you want 76mm, go Rifle Company. Begging it to be non-doc means you have to considering changing Easy Eight to give it relevance. People really need to stop being so shortsighted and demanding changes without thinking further ahead. What OP is looking for already exists in the game. If it's not good enough, you fix it, not throw superfluous units whose sole role is to compete with other units' roles.
You want bloated unit roster for sake of diversity? Play Total War. Factions have like three dozen different units but they're really better versions of earlier units arranged into five types, more if you play as the factions that got more attention during development.
So to answer OP's quetsion: no I don't know if or when, but I also don't see any reason why. 75mm Sherman works well enough, and is more versatile (supposedly anyways), and there is already a 76mm-armed option by way of DLC/ RNG dropped commander. There is no problem that this unit is trying to solve. |
Perhaps one compromise for the AT Grenade/ Faust issue is that tanks above 75% health will instead get temporary engine damage (or immobilized, like engine overheated critical that T-34s have after a ram), whereas below that they have equal chance of that and a real critical damage, and below 50% it is guaranteed to be critical? Sounds better than just taking a smidge of a panzer4's health down.
I didn't know there were any changes regarding repairs and critical damage, in fact AFAIK there;s no difference from what I've experienced in my games.
Yeah I'm not sure what's up with British trenches either, they are literally Ostheer trenches but locked to player ownership, which limits their strategic usability.
I believe UKF snipers versus infantry in building is n acknowledged bug by the community, if not Relic. I expect that to be fixed soon. And I agree with the sniper targeting the specific soldier model, in fact that should apply to every unit; why would anyone prefer to shoot the guy with the MP40 and not manning the MG42 shredding your men?!
I don't 100% agree with the thing about AT Guns; I'd think plinkers like the 45mm should have an anti-personnel munitions ability like fire frag/ HE shell that acts like canister or stuns enemy infantry, or vehicles for that matter. It makes them perform roles outside of "shitter AT gun". |
I always wanted an upgrade to make the M20 a radio car that could call in free off-map air strikes, functionally like a Panzerwerfer but not firing it's own weapons. The problem with that though is that compared to the Panzerwerfer it costs a lot less fuel, and unit upgrades tend to be munitions rather than fuel.
To work that out you'd have to break one of the 'rules', either having mobile artillery unit that costs mostly munitions to build (as opposed to fuel), or have the upgrade costing fuel (as opposed to munitions). I'd definitely go with the latter, there is at least a slight precedent with the Encirclement Doctrine. This got me thinking that rather than actually calling in an airstrike on it's own, it works like UKF's Coordinated barrage ability (or more accurately like the Ostheer arty officer)- you select the ability, target an area and all nearby mortar HTs, pack howitzers and M8 HMCs will fire at the target area. It could be a global ability, so you can't just get several M20s to stack up, and of course no special effects like WP or smoke. Like the aforementioned abilities, there is greater range limit so your artillery units can fire at targets from a safer distance, the obvious drawback is you need to bring your M20 out there and start spotting for targets to barrage.
Or it drops zeroing flares at a target area and it effectively modifies the scatter of any barraging units into said target area to be much more likely to hit whatever you're trying to shoot at, so dropping the flares onto a OKW truck means every artillery attack on the target will be dead on...including 240mm howitzer barrages. Again, such a powerful force multiplier requires you to risk a weak M20 to run out there first. |
I'd rather Relic redesign the units in question so that going LT is more justified, like giving M20 cloaking or observation mode a la T-70 to give it a late-game support role that would benefit other units well, but otherwise is a shitty choice to engage enemies with.
Another thing to consider is that the time to actually tech as USF seems very long compared to UKF. And putting more units into HQ tier would probably exacerbate that- you can only build three units at a time, so shoving a ton of units from one tier into a central one is probably not a good idea.
EDIT: Here's a random thought on the M20; give it an innate button ability. Would really help the guys trying to shoot down a rushed Puma with bazookas. Would also really give Axis players a second thought into trying to rush their Panzer4 against your AT gun or Jackson. It'll cost munitions and also could be a vet1 ability, so if you're desperate for a good AT support you can try the veteran vehicle switcheroo. |
In lategame Volks serve no purpose except capping, crewing, and AT. Isn't that a good thing? OKW vehicles cannot cap, and Sturmpioniers are there to repair stuff while Obers fill the anti-infantry role.
Lategame OKW has no assault units, making them A-move focused, poor in close quarters, and exaberating their MP float problem. Having Volks transition from early game line that is supported by Sturms to lategame assault that supports Obers makes perfect sense. (Lategame Sturms are repairing/engineering, thus not ready for combat duty.) I always thought Obers did the assault role.
I figure at vet 3 2 MP44 with stats similar to Con PPSH, maybe a tad better. At vet 5 they would get two more, meaning with Shrek upgrade entire squad would have assault rifles.
Here's an even more outrageous statement: craft Obers to be the assault unit you desire. Or maybe it's not an assault unit you're looking for it's the image of Volksgrenadier troops wielding assault rifles.
Obviously this effect shouldn't be overpowering at all- slowly decreasing long range power, encouraging attacking/taking casualties- while having Volks remain the "potent, frontline infantry" they should be at all game stages. Regardless of whether Obers are already fulfilling that role or not, I'd say Obers are a more suitable unit for that role.
Idea could use tweaking but is good in principle, OKW has NO dedicated CQC assault units and currently Volks are overshadowed by call-in troops.
I personally don't think they NEED a dedicated close combat unit, and they seem to perform fine. If they NEED a dedicated CQC unit you can always consider call-in units for a close combat niche. Then again, FJs and infrared MP44s.
If VOlksgrenadiers are meant to be cheap fill-the gaps infantry with lots of roles, I don't see giving them an additional as well as central combat role makes them stay that way; that just promotes more Volkspam.
Now if Obers fill that role that's fine, you at least get late-game firepower via lategame unit, who already performs well at long range. Their cost, squad size and queue slot competing with tanks makes them much more suitable for this role. This also takes care of the MP float problem you say- Obers cost quite some manpower, and seeing some complaints about their usefulness in a match, it makes even more sense to give them this role.
And if Obers get this role instead of Volks, you diversify the faction entirely, not concentrating all the benefits of tactical diversity into a single unit that is cheap to train, comes early, and comes quick. You would also have great incentive to rush for T4 truck ASAP. IMO, Obers are problematic precisely because there's little use to them, their role as long range super Volks without AT pretty much demands they get this job.
AFAIK, OKW needs CQC units the same way USF needs meatier tanks. |