He plays almost exclusively OKW and nothing else.
What's even the point of continuing this topic? Everything valuable has already been said and now is just pointless debate.
I'd say is time to close it.
It's almost impossible to show Axis fans how broken Vet 5 on 235 MP mainline infantry is because they barely play a faction that requires more micro & strategy (Allies). Ya its time to close this. |
And how do you propose to solve that with extreme power rifles vs grens,free units for usf,brutal teching for ost?Unreliable mg42 and nerfed pak to add .
1) 280 MP Rifles should out do damage vs 240 MP Grens (Not to mention Rifles reinforcement cost)
2) Free units that require fuel to unlock? Free fuel for OKW to tech first? cant compare apple to oranges.
3) Brutal teching only between T3 - T4; other than its fine.(I am surprised you don't complain about Sov teching but that is bc you only play Osth)
4) Pak had to be nerfed; its ROF was ridiculous and nullified USF medium armor. |
I would say M36 just to be on a safe side, not mention your get a major for a rally point. |
Not to mention there are NUMEROUS replays in Imperial Dane's cast which shows Osth using STugs to counter IS2s. 2-3 Stugs are one of the best counters against IS2s due to vet 1 ability, range and ROF. |
And then the "OP Germans! Where is our Pershing!?" threads pop up.
Not all Allies players do this. I can say the same about Axis whiners who complain about menial units USF or Sov have. ea Maxium spam/B4/Jackson |
#7
Quality of life:
Updated turn plans on all vehicles.
Should result in somewhat less pivoting for everything but especially turreted vehicles, no more 360noscope turns, movement choices slightly personalized for the vehicle type (USF AA HT and Kubel have their own plans, other vehicles are split between light, halftrack, light tank, assault gun and tank)
Added extra audiolines for the following things: infrared MP44 (selection, movement, attack), sdkfz251 flamer upgrade (selection, movement, enemy killed), USF infantry equipped with atleast one BAR(attack), added female drivers for SU76, Sturmtiger(under attack), HMG34 vet1 ability
Flameht: changed squad description on flamethrower upgrade to be more accurate
Added a Hold Position toggle for Kubel for disabling movement instantly. Helps maintain the suppression buff on the gun by stopping the Kubel from doing small turns to track enemy units that are still in the cone.
Balance changes:
Reduced distance from construction unit for trenches, sandbags and tanktraps to become solid to 0(5). Does not seem to apply properly to WG/USF(both use same one) sandbags, might have something to do with their multistage build.
Removed 90 radius camouflage detection on soviet mark target plane, it should not be a full fledged recon plane.
Reduced P47 rocket strafe plane vision, it should not be a recon ability (still gives decent vision though...)
ML-20, LEFH vet3 now gives +33% range to precision/counterbarrage similar to mortar vet changes in february patch
Brummbar 150mm cannon aoe damage multipliers increased from 1/0.15/0.05 to 1/0.2/0.1 (more damage on near hits). Brummbar Bunker Buster damage increased to 240(160), BB scatter reduced (was notably higher than regular shot for some reason).
.50 cal and DSHK penetration increased from 1/2/3 (.50 cal) and 1.5/2/2.5 (dshk) to 1.5/3/4.5
Removed Blitzkrieg from Tiger 1, now gains Target Weak Point. Increased speed max to 4.8(4.6). Changes also apply to Tiger ace, removed +2 pop cost over normal Tiger and reduced fuel penalty to 80%(90%) to compensate for loss of Blitzkrieg.
Removed Combat Blitz from King Tiger, now gains Spearhead at vet1. Speed max increased by 0.2. Increased King Tiger gun scatter to match scatter on Tiger I and Spearhead version of the KT gun (4 --> 7.5). Reduced AOE mid on KT gun to match Spearhead version (0.35 --> 0.3).
Spearhead now only forces 1 reload instead of 2 when activating. Removed vehicle rotation speed decrease from ability. Switched suppression to hull MG instead of invisible coaxial MG. Spearhead gives an additional +10 range to main gun at vet3 like IS2 and Tiger 1 vet2 veterancy.
Moved USF and OKW mortar to HQ, both are unlocked after one building has been built. Will place them back into a structure if I add more units later, but it seemed silly to have them just make one tier better for now.
Swapped Irregular LMG42 and DP28 to full power ones (100% higher DPS). Changed their squad base accuracy bonus from +15% to -10% represent lack of training and balance out squad DPS. Overall DPS of irregulars is increased at long and reduced at short, focusing them more as a long range squad. Weapons dropped by irregulars will now be full power on other infantry squads, unlike previously when they were so weak that picking up a dp-28 dropped by these guys reduced grenadier DPS at all but max range. Also applies to partisan LMG42 upgrade.
Added hold fire to jaeger light infantry, fallschirmjagers, jagdpiv as they had camo but no option to hold fire previously. Not checking for vet so they get hold fire before camo.
Bugfixes:
(balance/bug) Removed invisible coaxial MG34 from King Tiger.
Fixed ostheer mortar team smoke barrage weapon's lack of rotation values.
Removed the antenna spam from OKW medic truck.
Repairing removes Loader Injured critical icon (effect itself already was on a 10 second timer so purely graphical)
Future changes:
Might end up removing the minor speed buff to Tigers and nerf IS2 speed instead to balance it out, as other heavies are in the same range as the tiger original values.
Just like this Ladies and Gentlemen, Cruzz made an old vanilla commander viable! Irregulars can actually be a fun unit to play with. |
I am gonna agree with Australian here, VG just are too beefy after Vet 3. To level the playing field, Relic should completely erase this vet 5 bullshit. |
MG-42 just needs fast suppression and that is about it. Stop complaining that 2+ squads are overwhelming your MG because this happens with Soviets against OKW too. Support the damn thing with Grens and Flame Pios and you will be fine early game. |
USF has no mortars and smoke grenades is the only viable way to take on early MG-42 and you want to make the smoke useless? This is not the answer to fix the MG-42. |
Dont play allies in 3v3+ Problem solved
It's more fun and a challenge to fight Axis only n00bs. |