General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
How often do you garrison the universal carrier? This this slight adjustment, an garrisoned squad will manned the Vicker's K Light Machine gun with out the upgrade. Is this useful, probably not. But, this could change the dynamic of the unit to out right removal of the pintle upgrade. This could be applied to other units such as the 251. If applied to a unit with 'holds' instead of 'crews' such as the M3 Halftrack, which has 5 'hold' spots, All spots will be filled with men while the gunner can appear as free 6th man.
If anyone wants to test this out, it again can be seen in my mod.
Soviets
-Swapped the M3 Scout car with the Mortar Team
-Zis AT gun
gains a free smoke barrage
Leig/Pack Howitzer
Gain a toggle to load in AP rounds that fired directly like an AT gun
Leigs AP damages is similar to the M42 AT gun
Pack Howitzer AP rounds is similar to the Pak 40
Pack Howitzer HE rounds now have similar arching pattern to the 120mm Mortar. (More Air Time)
Pack Howitzer Auto attacks scatter now are equal to the 120mm Mortar
With now another source of AT both Lieutenant and Captain now has a reasonable AT source.
USF
These following changes make USF changes less drastic
Linear teching style reverted
The teching is now reorganized with the lives 'confirmed' teching style. Captain and LT are not free but more options are available.
T0: Riflemen, Assault Engineers, WC51, Amublance
T1: Lieutenant, Mortar, M1 AT Gun
T1A: M20 Utility Car, M15 AA Halftrack
T2: Captain, M2B HMG, Pack Howitzer
T2A: M16 AA Halftrack, Stuart
T3: Major, Sherman, Jackson, M8A1 Scott.
Armor Company
Elite Vehicle Crews replaced with the Pershing
Recon Support
M8 replaced with 105mm Bulldozer Sherman
Mechanzied
Assault groups replaced with 155mm Arty
Tactical Support
M5 Halftracks replaced with Forward Observers
Recon Overflight replaced with Mark Target
Honestly, I can not think of a time where small arms was used to take down the 251 from full health, or even after a snare. It is usually multiple snares and/or at guns. Buffing its armor or nerfing its counterparts probably would not change much.
Mechanized company provides the 76mm, which is different than the Easy Eight. Only Rifle Company has the Easy Eight. The easy 8 has a base health of 720 over the standard 640, so it can take another shot before death. It also has 215 armor vs the Sherman 160 so it can bounce more often as well.
My point about mobility has to do with modifier units with wheel have for driving on road and crates. I suspect that part of their problems with pathfinding has to do with the fact that the gaps of modifier between road and crates are simply too wide. Imo one should test lowering that gap.
Although I can not test atm it seems to me that you might have to check how effective are these vehicles to kill retreating squads.
I would also suggest testing of removing the DOT from WASP and moving into an ability (it could possibly work as incendiary grenades work)
Imo being able to counter shock troops is not an issue.
Testing of chasing down retreating squads can be a bit hard, but it seems fine still a relative easy fix.
Do not worry, I have toned down the damage and gpu resources, in which you can play around with it in the mod. Instead of point target like a grenade, I decide to look at the Centaur's ability instead. Able to strafe an area with flames.
Also, I fixed the audio issues in the original, so I am more clear. (still uploading)
I am sorry that some of my comment might be out of point but I could not really follow the video since the sound level of the game was allot higher than the sound of the comment and I couldn't follow them.
Imo the issues with "micro" light have to do with:
Early hard counter time like 222 (imo the 221 should return and 222 should be delay and redesigned)
Inconstant durability with different armour, HP
and damage modifiers
Change could also include:
Lowering pop with veterancy
Less RNG for passenger when vehicle is destroyed like removal of death or hard cap to number of casualties, health damage/suppression instead.
Lowering power level of some of these unit, (for instance wasp could become earlier available and cheaper but have the DOT damage moved to an ability instead of always on)
I will see if can play with the audio to fix it.
The turn rates were adjusted to the units will get less caught up on the terrain.
This is why I have the 221 in the mod and the 221 can arrive earlier while the 222 upgrade arrives later, requiring battlephase 1
In the video the armor values are 2 for high damage weapons and 3 for lower damage weapons. The health is at 320. The higher health also means repairs will take longer, tying up engineers for a longer amount of time.
I have not touched the veterancy but lowering pop with veterancy is interesting.
The death of passengers is and only tied to a chance which can be removed. It may be possible to apply a 'mine' effect upon the passengers on death. The reason teller mines seem like they wipe squads so easily is probably because it does not a limit on model deaths and the aoe effect probably kills some/all models.
Rifle penetration being increased to 1.5 with be a ninja nerf to shock troops btw
That was an over sight but they can easily be changed to target size anyways, but to be fair shock troops are over performing. I did some testing, and this may make shock troops more balance at the moment.
With the recent threads about the WC51, here is my response to the unit and all similar units.
Note, I have slightly tone down the weapons since the video. And sorry for the bad audio quality.
For me, the WC51, M3A1 Scout car, Kubel, and the Universal Carrier always have felt 'off.' Their life span is quite limited and their role even more so. So, I have adjusted them in my mod. Primarily their turn rates have been greatly increased due to how clunky they feel. Their health and armor has been adjusted so engagements are more reliable. All rifles penetration has also be increased to 1.5 from 1. This should make them more of a standalone unit rather than a single purpose unit. Their flanking capabilities and response times are increased so they can a great support units while able to support capturing.