Ok up until someone pointed out that the change never applied no one said a word about this unit, the moment u found out , it’s a problem? If this is not confirmation bias I don’t know what it is
* Tank already lost 98% health or so. Repairing the damn thing is already a penalty.
* Or did you mean American recrewing American tanks voluntarily?
I mean the following:
- Abandoned vehicles would cost half the fuel it cost to make them to recrew (e.g. 60 fuel for a P4).
- The vehicles can still be freely repaired before recrewing.
- Excludes super light vehicles.
- Also excludes USF vehicles that have been manually decrewed (obviously).
Why?
- Losing both your tank and having your opponent get a free tank is too big of a penalty.
- Your opponent killing your tank and you being able to freely recrew it is unfair for your opponent.
This change tones down the "free" factor. It still keeps vehicles worth recrewing, considering you don't have to pay the full manpower cost, the other half of the fuel cost and the associated teching costs.
* I like vehicle crits. Models have 80 life and die easily. Vehicles have 400-640-800-1200+
health and their having crits makes them be not just be unkillable steel monsters.
I would atleast like to see either of the following changes to the main gun crit:
- The main gun crit is instantly repaired when the vehicle's HP is above 25%. It should only be a big factor in the battle it occurs, not outside of it, unlike engine damage for example (which is punishment for getting snared/mined).
- The main gun crit becomes temporary (gunner unconscious for 5 seconds), would also allow making it less rare (thus being less RNG) and make it a punishment for using your tank at low health.
No they can't, they snipe whatever model in the enemy squad is closest to them. This is ofcourse very hard to control when you have two squads fighting against each other. It's also why squad formation can heavily affect the durability of a squad, check this out:
Squad formations is one of the reason why Tommy Sections hardly seem to drop models (aside from their low RA). Unlike Grenadiers, who clearly have a 1 guy infront, Tommy Sections have 2 models infront, so damage often gets shared between them (this is most relevant outside of cover).
The nerf is still listed in changelog. It was supposed to happen, there isn't a reason it just a mistake
I said why it's too strong, it buffs allie units. You can easily nerf it in teams without touching it in 1v1. Make it effect only your units...
Agreed, aura buffs should only apply to your own units. It's what turned the Command Panther from a good option to an insane option (comon, an 80 (!) range aura that applies to all allied units and gives a +20 sight bonus that gets multiplied further by spotting scopes!? And people wonder why you only see Jaeger Armor + Spec Ops in 2v2)
I think the -20% damage reduction itself is fine, it's one of the few ways to get competitive infantry lategame as Ostheer. I would like to see it locked behind tech however. If the aura does get nerfed, better compensate with a price reduction or giving another bonus (like -10% damage reduction and -10% reload or something).
Most gun upgrades are a buff at all ranges. Where do people get the idea from that a more expensive unit with a techlocked muni upgrade should lose to a cheaper unit without a munitions upgrade?
There are indeed other weapon upgrades like BAR's, Conscript SVT's, 5 men Grenadier upgrade, Ober LMG's and arguably Ober STG's (if you consider cover bonus) that do the very same thing.
I personally don't think it's a bad thing per say and makes Volks more unique than just giving them LMG's like most other mainline infantry have. Having a stock MP40 upgrade for Volks and requiring Obers for long range damage like OP suggests is also an option, but it would require allot of tinkering with stats/tech which I think is not worth it at this point.