I personally don't think Pershing should be limited to 1. I can imagine it being a bit inferior when compared to Axis heavies, considering it was Sherman 2.0 and on steroids in CoH1, which makes the unit underpowered if it's limited to 1.
Plus, the whole vehicle crew issue thing would probably cause technical errors (re getting more Pershings when you shouldn't, or worse, NOT getting another Pershing because it thinks you still have it). IMO Relic put E8 in T4 rather than limitations for this very reason. It already has the higher costs and CP, I can only imagine Pershing is just a ore powerful version with appropriately higher costs and of course replaces the E8 option. |
IMO they are more inefficient than underpowered.
They'll do well if you put them into the field; the question is, why would you spend the manpower at all considering the many cheaper alternatives that come earlier, perform different roles, and won't compete queuing for tanks?
Sturms are close infnantry and can repair; Volks are larger, cheaper and have AT, Kubel can suppress and vehicles have armour. The only units tht Obers clearly outperform flat out is IR halftrack and Racketen. For very obvious reasons.
And that's ignoring all the doctrinal units, and most of THOSE units come earlier than Obers as well. |
Good work on the update.
If I can suggest an improvemnt: add the specific details for Sherman Radio Net ability ( according to this post): the buffs are
"0.9 reload multiplier and a 1.05 sight multiplier."
I do not know the formula of how it scales though, there is three tiers of this ability. |
THREE GAMES: 43m, 21m, 25m for a total of 80m, average 26.6m
ONE WAR SPOIL: One duplicate bulletin "Complete Disregard for Safety"(OKW)
FOUR GAMES: 39m, 23m, 22m, 24m for a total of 108m, average 24m
TWO WAR SPOILS: two duplicate commanders "Rifleman Company" (USF)
THREE GAMES: 19m, 26m, 17m for a total of 62m, average 20.667m
ONE WAR SPOIL: one new bulletin "Watch Your Six" (USF)
EIGHT GAMES: 28m, 31m, 21m, 34m, 35m, 32m, 22m, 18 for a total of 221m, average 27.62m
TWO WAR SPOILS: two duplicate bulletins "KV-8 Specialist" (RU), "Follow it Up" (Ost)
FOUR GAMES: 22m, 26m, 34m, 27m for a total of 98,. average 24.5m
ONE WAR SPOIL: duplicate bulletin "Fire It Up" (US)
TWO GAMESL 25m, 25m, for a total of 50m, average 25m
THREE WAR SPOILS: new skin, Summer Light Voronezth winter skin (RU); duplicate bulletin "Watch Your Six" (USF); duplicate "Tank Hunter" (Ost)
In this reply, summary data is:
-25 games
-6 drop occurrences
-10 actual spoils; 2 new, 8 duplicates
-total time 619 minutes, equivalent to uninterrupted gameplay time of 10 hours, 19 minutes
With this recent number of games, the average drop occurrence (619/6) is 103.16667m, or 1 hours, 43 minutes, 10 seconds between drops.
Outliers: shortest time between drops was 50m, longest time 221m or 3 hours, 41 minutes |
Most of us don't have this issue since many of us probably don't do drugs as much as you, or at all. |
I don't mind the fact that it works. That's not what I'm complaining about. On maps like crossing in the woods the howitzers can fire on anything within your base or anything on the map. That's the only issue I have.
You should consider posting in the official forums of this game, where the people are less self-entitled bitches.
As for range, it's a problem since small maps allow this whereas larger maps will never have this issue. I suppose one additional way to deal with this problem is that HQ sectors offer an inherent accuracy penalty, or that the longer a unit barrages, the longer it stays detected within Fog of War.
Hard to work around though, since by all intents and purposes, artillery firing into appropriate range (and HQ sector happening to be in that range) is pretty much intentional design. You'd have to apply all these specific particulars just for the issue of HQ territory.
Another (potentially controversial) approach is to revamp the commanders that allow building these emplacements, ie removing certain abilities like Recon Sweep or other airstrikes, or even just increasing popcap/ upkeep of these emplacements so players can't reply on them doing most of the work in securing the map. But that's probably going to make new problems since that deals with small maps, not large ones. |
psychologically seeing a allied heavy tank come into the field is big morale boast, the other factions get one so i see no harm of having this baby come into the field especially for USF Actually what tends to happen in my games is that I/we shake our heads when teammate decided to spend all his resources on a Tiger and usually nothing else, not even a cursory commitment to local defense. It could really go both ways.
Like I've said before, USF overall would probably be improved if more reconnaissance capabilities among stock units were used. The closest is M20, but it's a pecker car, and Stuart is a pecker tank that costs an arm and a leg, and not meant for recon role anyways. I bet something as small as tank commanders for Shermans would probably offer a bigger difference than a new big tank. |
You're trying to turn a doctrinal ability into a copy of what Ostheer can already do through mortars.
At least Panzer Tactics requires munitions and cooldown for it.
So no, redundant at best and at worst adds yet another Ostheer a doctrinal ability into the garbage pile. |
I think one way to deal with this is either make barrages stop when LOS is lost (therefore, keeping sight of a target is key), or howitzer emplacements require you to first have LOS in order to start a barrage. At least that way, the only time they can attack your base is if they rush a clown car or T-34 within line of sight and order the barrage. Still a half-solution though.
If you REALLY want a more thought out complex solution, it's to have emplacements not be able to fire by themselves at all, and instead once you get an emplacement built, all/ nearly all of your units have a Target Barrage ability that orders all howitzers to fire on the area, regardless of range. The ability has global cooldown, so you can't just barrage and then select another unit to continue. |
I'd think it's because it is meant to be impact projectile.
With that said I'd think RET Rifle Grenades when garrisoned inside Fighting Position shouldn't have timer, it's already not a very powerful grenade.
And really, the time it flies to the time it hits target is more or less similar to the timer for regular grenades anyways. |