New commanders when!?
Later
I believe Ive read somethin about January |
Hmm, so its just some 20 days, until it will be "that time" again
Its about time for us to politely start asking for presents
So:
Dear RNG Baby Jesus,
I may have not been exactly the kindest, sweetest child and I do sometimes get salty to teammates. However, since I have never cheated in an MP match, I feel like I might still deserve a couple of presents
So, please, for this years Christmas, I wish for:
- My T70 beating a full health PZ4 from the front
- My Teller mine killing not just an enemy LV but also a sniper walkin next to it
- My AA shooting down a plane so that it crahses straight onto an enemy blob
- A repetition of my precision bombing run killing not only an enemy howitzer, but also a fresh tank that was just drivin next to it
- A stray shot from my tank sinking an enemy super heavy on ice
Thank You
Merry Christmas
|
Not sure what time will that be in my time-zone.
...
Wait...
Just noticed the countdown. Cheers for posting that |
How about making other MGs than just the 42s an actual counter to blobs, rather than food for it, instead of making a change that might create a ton of balance problems and still hardly help with anything |
Some sort of buff is sure needed
Not sure which
But it should have a role of a good medium tanks spam counter (but only as long as it has snares and ATs behind it) and an infantry counter (but not a wiper), that gets consistently rekt by TDs (but has a chance to escape them if supported and not snared)
So, as for AI, shells with huge AoE but small damage (1 third of a soldiers HP) could work
Also ability to turn into shells that have average AoE and small damage, but suppress
As for the medium tanks, it seems quite fine.
As for retreating away from TDs:
An ability to get higher reverse speed
A smoke shell (fired by the gun very fast, but not popped)
A deactivate the main gun, but get lower received damage (there is no realism logic behind such a thing, but it would be interesting
(Ofc not all at once)
BTW a faster turret rotation is a big no. If anyone is like me (i. e. dumb enough to send it without huge support behind it) they shouldnt get away with it |
Point of the USF Redesign for those who thinking it's meant to create a power imbalance is to add more diversity to the USF forces and give them more options, while still having their own unique structure.
-Tier 1/1.5 and 2/2.5 allows USF to have easier back-teching and more choice early on; no other faction has this and the British system is still different as more of an individual unit choice and a tech/upgrade route for the army.
-You're not stuck needing 3 Riflemen every game outside strange strategies as officers can take the role of one rifle squad, though this does mean slower and less aggressive starts for team weapons.
-This also means USF is not punished for doctrines with elite infantry as you don't have a glutton of Riflemen; Riflemen need to remain strong with upgrades and as a unit for they have to carry USF in doctrines without elite infantry or Axis core elite infantry would stomp on the faction at a certain point. Yet, since you've invested so much into Riflemen as a necessity for early game, particularly vs OKW, fitting in more elites is difficult, especially since you take the choice of weakening your 4-5 core squads with delayed weapon racks due to lack of munitions.
-It also means USF can go a very infantry heavy strategy revolving around team weapons, at an increased cost, when going towards Major rather than you being locked to one officer and having a very major weakness in your arsenal that few other factions have with not enough reward to compensate. Pershing stall is another issue, but that can be associated with many things that can call-in vehicles.
-Unit placement for the Stuart and AA HT were meant to give each tier its own set of tools and play styles. LT is focused on offense, Captain on defense. It makes no sense why one building needs two suppression based units where Captain can't defend its own team weapons from being overrun by infantry.
-On tests, Ostheer, might have the most issues but we're keeping an eye on timings.
+1
Great analysis |
I was about to write something along the lines of "Another multiplayer only/mainly shooter, is the last thing the market needs" but then again: There aren´t many 2015+ WW2 games without red dot sights on MP40s and SJW bullshit behind every corner (looking at u BF5 and CoDWW2 if one´d call that a MP mainly game) that have more than 15 players in-game as their peaks (looking at you Days of War and Battalion44) (Should give more of a try to Post Scriptum maybe)
Besides, the concept of mixing an RO2-like FPS with a CoH styled resource system is a unique and interesting thing
However, we desperately need some modern WW2 SP campaings from creators who know enough history to not arm majority of western german troops with PPSHes, to not claim that SBS troops were recruited from criminals and to make it certain from soldiers uniform and weaponry whether he´s an American or a British |
Easy solution, simply reduce cost and build time and re-balance the unit for new cost.
Penal are currently as powerful as vanilla paratroopers (at range up to 20), a unit that becomes available at CP3 and cost 380 manpower. (it even get better vet bonuses)
It comes with "free" (no tech) AT weapons upgrade and a "free" (no tech) vehicle snare.
It also has some of the most powerful offensives bonuses while its accuracy and moving accuracy allows it to easily squad wipe in retreat.
The unit is simply way too powerful for its time frame.
Its hardly free. Its 45 ammo to become useles against infantry, and not that great against vehicles (their PTRSes are still terrible)
How I wish there was an option to spend 45 ammo on unlocking that snare without getting the PTRSes
Also, are u sure theyre that great anti-infantry? They consistently 1vs1 a volks/grens squad in equal cover on all ranges, which is sure nice, but thats it and theyll face at least 1,5X more infantry than the -on penals relying- Soviet will have |
Thread: Stug25 Nov 2018, 12:16 PM
The nerf that it doesn't stun anymore is the problem, making a vehicle move little bit slower and having very slow shooting time made that ability almost useless in most situations.
Its good enough to pretty much guarentee that a hit vehicle will not win against any tank in its category + the lowered speed can still be quite dangerous if there are other ATs nearby
The old stun was a completely unacceptable mechanic, that had no place in the game and had to go |
Pershing |