If the grenade was as big of an issue as you make it out to be I don't see why you'd remove the ability (telegraphed by the tank moving right beside the ATG) and not the auto-attack, but I suppose you work in mysterious ways.
I hate pretty much all the suggestions you make (coincidentally these are mostly aimed at nerfing non-Wehrmacht units) not in spite of but rather because I know you don't use these units from the ways in which you make your arguments. Hard numbers mean nothing when you're twisting them and using misleading comparisons in order to justify some objectively bad suggestions.
The only response I can offer to you is, feel free to join the the preview games I set up and help test these things together. |
Damage over specific types of the unit goes on top of the base damage then?
base damage + damage from target tables
The 3 weapons are also different and thus use different accuracy values.
Guards PTRS can have allot more accuracy and hit infatry entities more often. |
Then its 260 damage over x2 PTRS vs 240 double zooks\schrecks\piats, if penals have same bonus damage.
Think you reading the stat I provided wrongly damage for PTRS is:
Conscripts
Damage vs infatry 20
Damage vs vehicle 40
Damage vs vehicle on deflection 20
Penals
Damage vs infatry 20
Damage vs vehicle 40
Damage vs vehicle on deflection 20
Guards
Damage vs infatry 27
Damage vs vehicle 40
Damage vs vehicle on deflection 20
Keep in mind the PTRS are weapon with magazine and used CD between shots and not reload. |
The stats aren't false but the equivalency you are making with them is. Figure it out.
Use equivalency you think is relevant the fact would remain that Ostwind vs Centaur:
Frontal armor 110/160
Rear armor 55/80
Target size 18/22
You did actually suggest changing the Comet's vet 3 if you're removing the grenade.
Comet get 2 grenade 1 ability vet 0 and one auto attack. The suggestions was to remove the ability. The auto attack could also be replaced by something different but that was not my suggestion.
I you have every right not to like my suggestions, if you want you can even explain why. Having that said this is simply not the place to debate weather I am familiar with UKF units or not. |
See the stats sound good when you make those false equivalencies, but the reality is the Cromwell has bad armour too, it just has the advantage of speed and smoke to avoid taking hits.
Now you are simply getting hostile, there is nothing "false" in the stats I have provided.
As another example of how your suggestions are coming from a position of little experience, what do you propose replacing the Comet's Vet 3 bonus with if you go through with your changes? Do you even know what its vet 3 is offhand or do you just want to straight-up nerf the unit by couching it in equivocation?
And now you plain wrong. I did not suggest to replace the Comet vet 3 bonus, I have suggested to swamp FF accuracy bonus with penetration bonus.
This debate has taken a wrong turn and is counter productive so I no longer take part in it. |
The ability does not provide any LOS bonuses nor do the planes attack targets in the FOW, at least not when I tested it yesterday.
In at least on of the cases I tested in game in 4vs4 game planes attacked tanks that where not visible in the min map.
Whether or not with the fixes it becomes OP in a real game would require some ingame test results. The AT isn't very impressive, the AI is very strong but afaik it doesn't track.
One change it definitely needs imo is being moved up from 8 CPs to 12 CPs, as something like this should not be available that early even if it has a significant munitions cost.
That would make sense but the commander already comes with 12 CP off map ability. In addition the ability performance in present implementation seem to very dependent on game mode.
Think the ability would allot better designed in the its area of effect was reduced. Then the CP could stay low and the munition cost reduced. For instance the planes could limited to single sector and/or replaced by loiter planes. |
I.e., a nerf. A lot of your suggestions indicate to me a complete lack of familiarity with UKF units. You take issue with some absolutely bizarre things. When has the 17 pounder being "early" ever been an issue? Remember last patch, where according to you we needed to remove the Heavy Gammon Bomb or the Flak HQ would never be built outside the base again (hint: this was never an issue)?
The Centaur's armour is only an issue if you're trying to fight it with a 222 or a Luchs. Everything else will reliably penetrate it and there's a reason why it's considered generally an underperforming unit currently. The Ostwind has a lot more going for it than straight armour value (speed, infantry killing power, etc.).
I will skip personal staff since they are non constrictive.
Centaur has the same armor as Cromwell and smaller size while Ostwind has around 60% of the armor of the PzIV and bigger target size.
Centaur is getting a buffs in mobility this patch which where it weakness. |
I also have to point that the planes attack with both rockets and mg even at target with no LOS. |
21 kill vet 5 volks sturmgewehr vs 7 kill vet 3 bar rifles.
Range 10.
Who wins?
Bar rifles.
Easily I´ll add.
Wake up balance team. USF is nuts to play against esp combined with that uber-cheesy 50.cal WC51.
ST VG are 260/60 mu units while Double bar riflemen are 280/120 mu unit.
The riflemen should win in such an exchange especially at the favorable range of 10 and equal veterancy. Vg would perform better at max range. |
I don't understand the M20 timing buff for the following reasons:
A. Having snares on all rifles after teching is a massive buff for the M20 already.
B. Shortens an already short early game phase.
I agree with this part, the trend to make powerful units available early is not healthy.
C. Most people are stuck in this weird mindset that LVs HAVE to function as a shock unit. This becomes particularly apparent in the 222 vs AEC and M20 vs 222 matchups. In both those cases the superior unit arrives around the same time, however this doesn't mean the weaker unit isn't viable anymore. You just have to protect it with snares or AT. In the Live version this is done by the LT bazooka which needs to be equipped immediately with the M20. In the patch you have snares on all your rifles in addition to this.
I also agree here but imo there are solutions:
The M20 could be redesigned to be closer to other micro light and become cheaper while the upgrade of skirt cost mu/manpower increase the power level of the unit and could locked behind tech.
221 could be reitrocuded for Ostheer and 222 could become more expensive and arrive later with redesign to soft light tank counter.
D. The M20 provides massive utility (Sight, Mines, AA, Smoke, Harrasment) even in the later stages of the game. It doesn't have to be a pure shock unit.
Also agree here. |