....
Fixing crew weapons requires one thing, and one thing only: mortars need to do serious amounts of AOE damage to blobs. They need to be the early game equivalent of rocket artillery.
This requires a faster shell speed to respond to blobs, and a much greater AOE to punish blobs while not doing a serious amount of damage to a single squad.
MGs are not the counter to blobs. Not in real-life, nor in game. MGs are an effective defensive weapon, but can easily be overcome by mass assaults, or abused sightlines.
The proper counter to blobbing ought to be AOE indirect fire as it is in real life. We can see this in rocket artillery, however, for some reason at the smaller scale people think mortars should serve no purpose other than a waste of manpower that can occasionally clear out a house.
Without an early game counter to blobbing build orders will never change much beyond 4x infantry and maybe an MG. Why would they? MGs and mortars are slow, finicky, and can't capture as much territory as an infantry squad.
In game Hmg and mortars are meant to work together. Hmg slow down advancing infantry while mortar inflict the damage.
The problem is that infatry brute force has been power creeping while the mortar have been toned down and now it easier to build infatry than to a combination of infatry/HMG/mortars. |
I took liberty of moving the debate in proper section:
>Be M16 Multiple Gun Motor Carriage aka 'meat chopper'
>Best AA unit in the game
>Use 4 air-cooled M2 Browning Machine Guns even though truck already has water-cooling and radiator
>Forgotten by Kaitof
Funny thing is that rotaty guns is not modern invention but it was used is in one of first mg created the gutling gun invented in 1961. |
I don't know why you're trying so hard to make me sound like a hypocrite for wanting MGC gone from the game. The reality is that removing MGC would be a trivial task, and we already even have a tournament mod that does so. Removing randomness in general would be a huge task, requiring most of the game to be redesigned and reprogrammed, which is why I don't even entertain the idea of doing it.
I do not try to make sound like a hypocrite. I am simply saying what I said before "rng" has bad reputation since most people do not complain when the get lucky.
Accuracy is a foundational aspect of the game while main gun crits aren't. Accuracy is also something that can be to an extent controlled through player action (stopping to fire, moving closer, using buffs etc.) While main gun crits cannot be.
The two really aren't comparable.
A better mechanic to compare to would be the old chance to crit with flame weapons for an instant model kill. That was removed for a reason.
One can avoided the chance of critical be retreating you vehicle before it below the threshold
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Yes.
They heal wounded units.
Because a medic squad already existed since release for UKF.
Because that solution is readily available for the faction with minimum effort and doesn't require adapting other factions solution.
(Are you arguing for anything other reasons than to disagree with me?)
IS heals wounded units FA, heals wounded and base medics would also heal wounded units if the become available. Making medical squad available stock to UKF serve no purpose already covered by other solution.
Yes they existed as doctrinal unit but that does not creates the need for "new" solution when it comes to healing for UKF.
The "solution" has already been patched severally times in attempt to "fix" it, despite base medic being an already tested solution. |
I haven't seen anyone talk about this yet but with the nerfs to stuka damage to emplacements, the ability to build bofors with AEC and the long range barrage and cheaper mortar pit buffs could this promote another batch of sim city cancer?
yes it will probably will make advance emplacement commander stronger. |
Which problems exactly? You are as vague as ever. Talking about potentials about this and that. Explain. Argument your claims. So far you're only saying "UKF has a lot of medics". End of story. That's the whole argument. How does that lead to problems? Please do argument it.
I have in previous post.
Can you explain what role UKF medic serve?
Why there is a need for a "new" solution when base medics have allready have been tested and work?
Why should there be any effort diverted in "new" solution when they are not necessary? |
What exactly does it offer while built in the base or built for teammates (in their base), outside of the healing?
Noone, or at least not me, ever have an issue with ost provide healing for teammates so i dont have anything to argue here.
Nothing.
All of my point is that In the case of FA, it is not an issue (pre patch) cause it is inconvenience and not cost-effective nor time-effecive. If you want to improve the accessibility of the FA to get rid of the medic then it is by me, i dont like the medic, too, but messing with the FA will just create more issue sine it is linked to weapons access and other doctrinal stuff, and go through all of that mess just to get rid of the medic because is just a no, especially when there are a lot of stuff that actually need more care like the raid section, etc.
If have little problem with FA. I have simple point in it existence as healing method since some users seem to ignore it.
I have no issue with UKF getting separate base heal similar to soviets either if there is a need for it.
Imo UKF medics as simply not needed and have the potential to create more issues than they solve, which is something that I think you also agree. |
Unless you'd increase it by a ridiculous amount that's not going to do anything, because generally people tech AEC well before reaching the additional resources to build the unit itself.
Well then one can increase by ridiculous amount or move it to T3 and break the T3 cost into 2 stage. First stage unlocks AEC/bofors second unlock the tanks.
There is little reason for AEC/Bofors to be side tech if they are not mutually exclusive.
(other than having some people complain about what disadvantage side tech is) |
the FA is more expensive and take triple the time to build compare to bunker, on top of that UKF will mostly have 2 squad can build it while ost have it on all mainline and pio, so build a FA for teammate as UKF is just take too long that most pp just dont do it.
And FA offer addition staff.
If the problem is the price lower the price of the FA 150...
As for availability of builders not a major factor, since there is little reason to spam these structures that can also be fix by allowing IS to build them if there actually a need for it.
The built time is already being addressed in the patch and I have pointed out that it could be lowered more.
It has been argued that ostheer medic bunkers is somehow giving an edge to Ostheer but that simply not the case, if you believe it is feel free to provide you arguments. |
Accuracy and penetration can be improved by microing your vehicle properly, and these things are in fact partly what separates good players from bad ones. There's no real counterplay to getting a main gun crit, so you're treated unfairly by the game regardless of how well you play.
A roll regardless of probability is still a role.
One can avoided the chance of critical be retreating his vehicle before it is below the threshold
Besides, why would having accuracy rolls in the game somehow justify having main gun crits?
It does not, on the other hand you accept one RNG and not the other.
We can't remove accuracy from the game, but we could plausibly remove main gun crits.
Well one can and in some cases it has already been done since some weapon have 100% accuracy. |