Regarding damage reduction, I think Most of the time 4 men squads get wiped because an explosive hits 3-4 models taking away 80-100% of their hp instantly. It can be difficult to micromanage multiple squads to not clump while taking cover or rounding corners to avoid this.
Not that you could do this but making something like max 2 entities take damage like on the ostwind hit would be the most direct solution to the wipe issue. If the squad is spaced out and in the open with only 1-2 models taking hits, the damage reduction is just a huge buff more than an anti wipe mechanic since you will have enough time to retreat.
That said most infantry changes need to be tested heavily in real games to understand if its a good idea or not, will try to look at this next chance i get
Side note; What is Damage reductions interaction with 5 man grens?
It seems to defeat the purpose of "a 4 man squad should get damage reduction" if they have upgraded to 5 men.
So the only AT gun with nondoctrinal camo also now only has 5 less range than other AT guns but also gets an extra man and retreat. Aight.
In all seriousness, I think that's a bit much too, and even though the camo creep BS is going to be gone, retreat is going to allow people to still be absurdly ballsy with the rak.
The issue I see with retreating AT guns is that AT guns function all on burst damage anyway, not like infantry squads that have fairly low reloads and for all intents and purposes are constantly firing their weapons, but with the rak you can just get that one shot off and retreat before taking practically any damage at all with very minimal risk of being wiped, bar lucky explosive shots. Imagine trying to wipe an almost full health volk squad on retreat constantly. That's the issue I see there, only exacerbated by camo too (which is at least locked behind vet1 so it'll take a bit of effort). Think people just sitting two raks in camo and taking half the health off a medium in one volley and then just retreating, or staying the extra 4-5 seconds to get another volley off and kill the tank if it isn't supported by like an entire army and still get away with not that much risk.
Next they could try to give it camo, but no retreat, I think it just can't have both. If you think about it soviet AT guns have camo, but there is no cheese with them because they can't retreat if they run up to a tank and start shooting at it with no support.
Does this combat engineer change imply they use the like Conscript_nagant_rifle ? That's a dps buff at most ranges then correct?
Not that engineers were any good in combat since they were nerfed to have worse rifles than cons from having better ones as a fan of seeing viable engineer/pioneer/RE spam I approve
100 fuel on CP4 is probably good for performance. Does this mean Popcap goes down to 10 like 100 fuel ostwind and 90 fuel stug or will that stay at 12?
If you have .8 damage on vet 3 grens maybe this unit is okay at .9 I would not want to go through .8 * .8 gren hp to kill them. But I do think that it would be most appropriate to only affect owned units.
Mrgame2 and Thekingsown10 made enough threads bitching about the white phosphorus that balance team nerfed it by 300%
Ostheer mortar halftrack got flames buffed too. Even with white Phos, I rarely saw the USF mortar halftrack in 4v4's of late. People just go pack howitzer because it's better by a wide margin and does not require doctrine.
The idea of this Change is pretty good. I can see where a Recon plan is, but I have no idea what the OKW vision is when they use this ability. It would simply be a User experience improvement rather than a nerf.
1. The rifle/RE damage changes will affect the LT, Captain, and Major models that carry their respective weapons correct?
2. Scott: I agree with the cause for these changes, the scott should not be devastating on autofire and should reward players who use barrage. The barrage however is not fantastic as it is hard to use vs moving infantry, and it is not super effective vs pak walls and weapons teams which the Scott should do better to counter.
I think the barrage could benefit from having the max range increased for two reasons
a. The primary purpose of this unit should be to counter weapons teams and static play using barrage. It is currently not very good at doing so and presently it is an autofire AI platform in most cases. More range and better accuracy vs static play would help differentiate it from the HE sherman
b. 80 range barrage cannot be used against Pak43s. Even against a Pak 40 if the unit moves up slightly after the first hit in many cases the scott is in danger of being hit itself. Moving a Pak40 every 55 seconds(new barrage cooldown) or so is not very hard and if done the Scotts 60 autofire range puts it in danger if you try to take out this unit.
Patchnotes on scott
3. The Mortar Halftrack: this unit is primarily used for White phosphorus. If this is adjusted i think a buff to make the regular mortar more effective is required or the unit will not be used. The same could be said for the Ostheer mortar halftrack which is not frequently seen as well.
Is this unit currently considered to be over performing in general? I do not see it as such but would appreciate clarification on what perspective the balance team have on this unit.
Maybe this is the time to restore female partisans?
As far as I know, they were removed due to issues re-crewing team weapons. Maybe, since they lack military training, they shouldn't be able to crew them? This would be a pretty big (but unique!) downside, but that makes room for other fitting bonuses. On-field reinforcement from buildings or hideouts comes to mind.
What about reinforcement during maphacks, like fallschimjaegers can do with the JU87 airbourne assault?