... but imo that would really be a great change. I wrote it earlier but if both players heard some classical music/propaganda/radio interference instead of all voicecues.... I also believe it should happen to both players.
If it cannot be done at least the name of the ability should be changed into sth like "radar jamming (operation)" so that it really does what it says.
Considering you mainly want the icon thing to be different, what do you think of the camo idea that has been posted?
Yeah. Why not - the only problem might be making it overly complicated. So a sector or some ring affecting some units. But then I would see it more as a defensive measure. You could make it camo all not combat engaged units in a certain area until they move. Offensive camo for a group of units is a bit risky imo as it seems too arcade at least to me (units walking into enemy camoed are not sth I would like to see in the game - I already sort of hate crater exploiting commandos and falls)
Because it divides players in two categories based on how they use mechanical game controls (muscle memory, years of learning the controls - not their playstyle/tactics) the ability to affect tactical map should be completely removed (even the minimap - but this could probably stay as its effect is less unintuitive/gamebreaking). If the above can't be done, e.g. due to technicalities, the ability should get scrapped (which would be a shame)
If the above can be done the ability should affect the voicelines only. Both armies should become "silent". No voicecues for a certain time duration. The OKW player would control it and that would be his/her advantage plus the speed buff. Such solution would retain the ability, retain its uniqueness and would add a cool feature to the game making it more enjoyable.
Have you thought about making T3 optional and not required for T4. Instead, to unlock T4 you need 2 of the previous tiers. For example, you could go T1+T2 into T4( I think this wouldn't be too good since you are sacrificing the mid-game presence with t70 to rush out the t34 ). This could also be an indirect buff to penals since you don't need to backtech to get the ZIS gun or Maxim.
Excellent! Should be implemented asap. The ONLY risky bit imo is the number of flame bursts to destroy a garrison. Although the reduction may be needed 20 bursts to start with might be worth considering.
Quality of Life changes
Brilliant again! I'd add one more - a button on infantry squads with handheld AT weapons to prioritize vehicles (or on all infantry irrespective of the weapons they have).
Very good changes I'd add a calliope change - make it the slowest rocket arty (durability vs. speed adjustment principle - what calliope has more in armour, it should lose in speed: if it survives three shots, it should be three times slower than other wheeled aries). Would lead to some cool tactical gameplay, for example, with Jacksons which would not be able to just reverse and stay out of range defending it, etc.
Good changes too. I'd think of giving 222 some more lategame potential due to its fragility. It is a good spotter but also extremely fragile. I'd think of giving it a vet gained capping ability similar to the USF jeep. It might help to offset some Soviet/USF capping advantages lategame due to ostheer pios being bound to vehicles at that gamestage while t70/vet1 sov tanks and USF crews/speed officers all can outcap the ostheer player.
Brilliant changes, too. IMO the ram ability a bit overnerfed - it got two nerfs at the same time from what I understand: 1. no crit ability 2. locked behind a vet 1. That is too much imo and the it might destroy some of the game's unique 'flavour'. One of the two should be implemented, not both.
I'd also think of removing the potential to stall the engine after a nerf. A good idea migh be to include an RNG component. Make the ability primarily deal damage and then give like 30% chance to crit. This should discourage players from using it tactically as a crit dealer but crits imo should sometimes happen. Crit possibility could be also increased for each level of t-34's vet. Vet 3 t34 should have sth like maybe even 100% crit chance (one of the three crits RNG based); vet 2 should make it 75% chance and vet 1 50%; at vet 0 the t34 should have 30% crit chance).
Very good changes
More information about the deployment of the Winter Balance Patch and the 64bit and map update here.
Can a mod sticky this please
ASAP, ASAP, ASAP - so logical and so much in the right direction. Thx guys for making this game getting better and better I love U.
Sorry for quoting stuff wrong above - but hope it is still readable.
With maps the more, the merrier principle works best for my taste. I'd love to have the map pool as large as possible with all the older maps included. Random map in automatch, especially if I haven't seen it for a long time makes me have best gameplay exeperience.
...but to the thread topic: chaos crieg was a brilliant idea for some new gameplay format. I enjoyed it a lot. Great sb finally posted win/loss ratio to show that the game is quite balanced in this format and allies still dominated (contrary to some popular opinions claiming ostruppen stats are so OP). I guess the more tourneys and more varied the formats, the greater the possibility to really see the balance.
Could be like one cover level higher for the gunner if implementable. Another solution could be increased sight range in the cone after the mg is setup to make sure it starts hitting earlier so that units can't just walk straight in its face. Lots of ideas there are - not just straight up dps/etc buffs.
It's been 7 years and even when Relic devs were in charge, it couldn't be fixed.
On teleport: it can't be done. The maxims is like a pak in this case. Once the model carrying the weapon dies, the movement stops and one model has to go pick it up.
On priority: weapon crew already have differentiate priority from the gunner. The problem is targeting and formation. If your only viable option to shoot at is the gunner (if you come from max range or if it's the first thing you are able to see) then it doesn't matter all the changes you had already applied.
On transferring dmg: we WC3 now bois. I'm thinking hard right now, but i don't think we have the tools to do that.
The best it can be done is to put 2 models in front of the Maxim gunner.
Another option could be to give the gunner green cover always after the mg is setup (for all mgs) irrespective of where one sets it up (road exception if implementable). Could be tested, I guess.
Actually, it is. Only you can recrew it, you lose a lot of time and resources trying to get it back up. You need to crew with rifles, then decrew while REs build, then put them back inside. RNG will be RNG. Losing pio is no big deal, losing sturmpio is a big deal. But then again, sturmpios are quite durable with their target size. Plus they wreck every unit early game.
Well, think about the micro required to make any pio accompany the vehicle at the time repairs are needed. Also sturms just die as easily as any other engie while repairing. Their extra stats don't really matter there. Basically, having the crew is always a bonus and it is not really reflected in the price of the vehicle. Using crew or crews can give a USF player advantage if used correctly. Many strats can revolve around the correct crew use. You can often deal some damage to the enemy, absorb some shots and head back for repairs. If you do it with many vehicles You can outrepair your opponent. From my experience, a sight of panther being in repairs most of the game time and rarely full health is quite common. In 1v1 pershing as it is, is quite ok for my taste.
I assume everyone does it. A lot of micro needed and you do lose field presence when they are repairing. I remember losing 3 of my repair crews to a random LeFH shell that was a product of huge scatter. I still have nightmares of LeFH when all my squads wanted to do was repair friendly armour
Well, one probably shouldn't think that losing a free crew is worse than losing an engineer doing the same job (such as the OKW sturmpio, for example).