Demo charges for USF with a unit that has high DPS at close range and flames, enough said. I think what you are feeling is that the utility of this unit feels less powerful because the repair abilities it offers overlap 100% with every USF vehicle.
The flames are handy on some maps, but not always required.
Don't rely on this unit as a fighting unit (except in urban maps and once upgraded), but use it to make it harder for your opponent (demo's), and use its close range firepower to protect support weapons (AT guns, MGs, mortars, Howies). Units that ignore them when closing to deal with support weapons will be punished badly.
Any changes to this unit would be ever so slight.
Elite vehicle crews on the other hand need to be looked at. I just don't see a use for an expensive short range unit with limited vet to help it when I want them in vehicles anyway. Maybe it should offer something else? The commander is already very munitions hungry.
Its close range dps isnt that high when considering its cost and survivability. Having mines and demo that other faction can enjoy them without doctrines, I would not consider it as a bonus and gift for this unit should having higher cost. Just look at the strum for having so much utilites at the same time it is much easier to use that can solo rifleman without all the techniques required for AE such as ambushing, using other units to suoport ,hiding at the cornerand with scable veterancy and late game hand held AT and it is non doctrinal and it has mines also and it can be built at the beginning and with doctrine it can have flamer also and DAMN its reinforcement cost is CHEAPER!!! Just have to pay 20 MP more for initial cost!WOW, Balance? Fair ? |
I feel Armor Company is strong enough, if you use them for some flanks and ambushes before downgrading their DPS with a flamer they perform well enough.
Use them as a single support squad rather than an "assault" unit, they should just be called Engineers really.
I would like to pay 20 MP more for having super engineer like OKW that nearly good at all range and can solo rifleman at the beginning, having super repair tool and the best hand-held anti-tank weapon upgrade as well. Not to mention the reinforcement cost of strum is even CHEAPER than AE.Balance? Fair? lollllll |
It simply doesn't worth 280MP and scale extremely bad at late game.
Either buff its mid range damage or reduce it's cost and reinforcement cost or increase its squad size. |
Never give a damn reason why nerfing all the light vehicle that are even weaker and less threatening than FHT but leave FHT alone and accuse me of being biased? Dont u feel shame when claiming yourself being objective?lollll
I am pro ally or not doesnt mean anything to the balance. The op stuffs remain op. |
Miragefla has no problem beating it so he won't nerf it ofc.
But he has problem with WASP and M20 lolllll |
Not paying attention can be used for every unit, for example: I didnot see this T70 coming so I couldnt react fast enough to save my AT Gun from circling it to death.
Or I wasn't paying attention and I couldnt see this Centaur approaching my HMG42
You could make plenty examples like that.
ATG is a bad example as it can't retreat. In fact, even you are not paying attention once you get hitted, you can still retreat rather safely from the light vehicle in WBP. |
2 burst in WPB will probably leave the hmg with very little HP less than in live. Not sure what the problem is given the difference in cost and tec cost 251 should perform better than wasp.
Keep in mind that structure size is also a factor on how fast garrisoned units will die under flame attack. (in my test the wasp killed the HMG in 17 secs in WPB and 14 in live)
Being able to get out of the garrison does not mean that an hmg will also be safe anyway...
First of all, thanks for proofing that its a nerf of WASP's anti garrisoned ability in WBP. A big slap on Mr. Smith mouth. Back to the topic, after reading the reasons that the dev. decided to nerf the light vehicle, I can conclude that the patch simply wants to tone down the performance of light vehicle in order to decrease the lethality of them and allow players not to lose too much if not well prepared and have more time to react the sudden attack from them. Therefore eliminate squad wiping in a very short period of time of light vehicle is the aim of this patch. I think the dev. just forget to tone down the 251 FHT as they still remember to further nerf WASP's anti-garrisoned ability. |
Although I have not tested to compare the anti garrison performance of the UC I have to point out that it also costs 1/3 less and that is allot.
In addition counting the number of burst might not be a proper way of comparison since it seem there are more DOTs and DOT damage meaning that the UC does not need to stay and fire all 3 burst but move back to safety after the second burst doing the same DOT with 2 burst instead of 3. And that is fair trade imo since UC is rather fragile.
Universal carrier (LIGHT VEHICLES)
Given the Universal Carrier’s low health, we felt that the damage of the WASP was too low for it to effectively dislodge exposed or garrisoned HMG teams, making British too reliant on the Mortar Pit and Sniper.
WASP
* Munitions cost reduced from 90 to 60
* WASP flame burst duration increased from 2 to 3
* WASP Cooldown from 2/3 to 3/4
* Damage versus Garrisons from 1.25 to 1
* Aim time increased to match 251
* Moving Accuracy from 0.5 to 1
* Flame can now fire over obstacles
* WASP DoT Radius from 5 to 3.
* Fire Aim Time from 0.125 to 1.375
* Ready-Aim Time from 0.375/0.625 to 0.375/0.375
It requires 20 second(which is even worse than now) to wipe a garrisoned mg42 even keep firing on it, I cant imagime how ineffective if you just wait for the DOT to clear out the garrisoned unit. |
if you need 10 seconds to react to prevent a wipe, the problem is not the game
Yet, axis player have 20 sec to react to WASP.As a reflection, less skill is needed for playing axis and more mistake is embraced when compare to ally garrisoned mg. In fact after minusing the time for a mg to pack up , u have to react within 6 secs. And not to mention it is the case that the MG is 100% HP which will not happen most of the time when 251 arrived. And once ur mg's health is lower than 99%, it is a wipe. Ur absurd excuses are enough. |
What dot damage decrease? What anti-garrison performance nerf?
Burst duration from 2 to 3 is a huge buff, and applies 50% as much dots; and the dots are not affected by the garrison multiplier. Both direct damage and the dots are murderous to garrisoned infantry.
Just... play the mod, and come back to tell me with a straight face that UC's anti-garrison ability has been nerfed.
I have tested, it's a nerf. Before the WBP, the WASP consumes about 16 seconds to completely wipe out a garrisoned MG42. However in the WBP, it consumes 20 seconds which already is the beginning of the third burst to wipe out a garrisoned MG42.
As a reference, FHT can wipe out a garrisoned MG42 within 10 second. Only 1HP is left on the MG team after the first burst.
Just... play the mod and come back to tell me with a straight face that UC's anti-garrison ability has not been nerfed. |