I dont see how a single med kit drop will result in human wave tactics. Ost and okw have plenty forward healing and you dont see that. Ukf does as well but their section mobile healing is op imo.
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One of the things that hold back Soviet blobbing is the relatively slow heal due to many entities.
Med kits do AOE healing and combination of on field reinforcement fast healing and merge can turn ugly really fast. |
Perhaps the Luchs and Stuka could be switched for the UHU and FHT? Indirect options all being in the BGHQ might make it more appealing? The UHU is kind of a meme unit now to a degree in any case.
UHU is actually bad in current implementation and imo should become doctrinal and moved to a commander and have added utility like mark target.
What could work would be to get different version of the opel truck with the "siphon" ability already in game. This ability would be timed and work increase resources production by "stealing" them from enemy sectors. |
I believe the Six Pounder used to have specific accuracy bonuses against Lights, back when UKF didnt have a (non sniper) snare. I don't know if the M1 does, but the increased arc and increased firerate indirectly make it better than other ATGs against light vehicles. Perhaps it has a specific bonus as well, but that isn't what i meant.
Also, yeah, I'm not stating that Take Aim is an ability to be used alone, it does generally need to be in concert with APDS. Perhaps making it a free ability that immobilises the ATG instead? A team weapon with a "Dig in" ability would be interesting. Sort of goes against the USF "Mobility" design though.
Bumping up the middle AOE to 80 lets it go back to regularly oneshotting (vet2 and below) grens again though, I'm personally not a fan of that but that's more due to enjoying OST than anything else. Maybe it's the correct move, I don't play USF enough to really know what would be "Best" for the Pershing. All i know is i really don't find it a particularly frightening opponent at the moment.
EDIT: According to Vipper's post the M1 fires approximately 50% faster than other ATGs at vet0, are you sure it's "4.5 seconds / 5 seconds"?
My apologies for the confusion the "speed" I provided is the tracking speed with in the angle of fire.
The combination of wide arc and fast tracking my the M1 good vs fast vehicles. |
I don't think it illustrates it well.
Snipers ARE killed basically immediately in a fight. EHP shows effectively that they are squishy as intended. There are some other factors such as camouflage and extended sight that would allow a unit to have less EHP than an otherwise identical unit, but for comparisons within the same unit category they are an okay mark. If some stats are "too low" (whatever that means) for the price of the unit, you can deduce that they need to make up for it in utility. To stay with the snipers: They are very squishy and expensive compared to front line troops, therefore they make up for it with high range, sight, camouflage and insta kills. The EHP correctly shows that they would lose a 1v1 despite being more expensive.
The comparison of Obersoldaten and Commandos is quite off in most cases, but Stormtroopers fit quite nicely into the picture.
At this poitnt I have to point that I did not choose the units, others did but:
Commandos have 5 entities, start with target size 0.72 and at vet 3 have a target size of 0.65.
Their EHP are 555 are vet 0 and 615 at vet 3.
ST vet 0 426 ST vet 3 603
Commandos have simply superior EHP that ST both in vet 1 and vet3 even if the difference is small at vet 3. |
I would agree with the point that everyone on the side of the discussion that using EHP as a statistic is only viable if used directly to compare against other units in game-play situations, basically exactly as Hannibal and Pip say. EHP on its own doesn't make sense, e.g. Vipper says that commandos have great EHP overall presented as fact but he is generally wrong ; That number is as it is only valid within a very specific given context of play and compared directly against others within given limitations. The value only make sense when compared directly with something, and not just on its own - Otherwise it is a value which can be very misleading!
PLS provide specific number of proving me wrong and that Commandos EHP is bad instead of vague assumptions.
Else pls stop quoting me, commenting me or mentioning my name as you have promised once already do do. |
True, but again the Incendiary grenade is simply OKW's only option against cover early on. Cons, again, have access to Oorah, giving them significantly better mobility than Volks. The fact the Molotov is 33% cheaper than the Incendiary grenade should imply that it ought to have some downsides, as well.
Also: both the Molotov and Incendiary grenade do damage on "explosion", its just that the incendiary grenade's is delayed and is accompanied by a "Bang", which may mislead you into thinking it's due to the grenade itself, rather than just being the first flame tick. I'm testing them in Cheatmod right now, if you have any other thoughts.
As far as i can tell, in terms of damage they are absolutely identical, the only difference being that the Incendiary grenade has a short delay before it spreads its fire.
Would be possible to leave this thread for feedback on the specific changes and create a separate thread about general faction balance? |
So... it would promote human wave tactics.... for an army that won the war using human wave tactics?
And this is a bad thing how?
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Conscripts human wave tactics was a viable tactic at some stage of the game and Relic decided it was bad and to moved away from.
You can ask Relic for the reasons, if I was to guess I would say because it boring to play both with and against it. |
You are unironicly saying that commandos should take as little damage as possible otherwise you are playing them wrong in the same thread where you argue that commandos have "great EHP".
Commandos have great EHP that is a simple fact.
This is what I have said:
Commandos are not shock troops they are ambush units and that is why they have camo and first strike bonuses.
If one moves commanods in open field out of cover and out of camo one is simply doing something wrong.
there is no contradiction between the two or anything "unironicly" about it. |
I am not sure about the exact values of the firing arch although I think the USFs is slightly better, but not sure by how much.
As USF, you buy a relatively cheap ATG but then basically have to spend mun every time to bump ...
UKF 6p firing Arc 60 horizontal tracking speed 12
RW firing arc 70 horizontal tracking speed 12
Pak firing arc 60 horizontal tracking speed 12
zis firing arc 60 horizontal tracking speed 12
M1 firing arc 80 horizontal tracking speed 18!
edited to make more clear.
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No sht Sherlock.
Glad that you agree. If you want argue EHP more I suggest you do it Sander93 since a sense a hostility toward me.
You are absolutely right,
Well it happens and I am ok with it, it is others that have problems with me being right.
whenever you have ambushed one squad you should instantly retreat instead of moving in on other squad because otherwise you are simply doing something wrong.
If ones has ambushed another squad with commandos one should make full use the nuke grenade and then finish the squad, taking advantage of the "first strikes" bonus when available and thus take minimal damage which can then auto-heal available at vet 1. |