Oh I don't disagree. My point was that the ability to retreat in and of itself isn't a drawbacks as you can always choose not to use it.
There is a slight drawback to it since it replaces reverse but it is a minor one. |
It's part of the total package of advantages and disadvantages. Unlike other ATGs, it doesn't have a gun shield (which even if broken does offer some advantages), inferior range, slightly worse accuracy and penetration, and a worse scatter pattern due to the low gun height.
I personally think the net sum puts it on equal terms with other ATGs since the last rework, with some distinctive advantages and disadvantages that should be kept for the sake of diversity, which is something to strive for as much as possible. I don't mind the retreat function at all and I think the current version is miles better than the cheesy stealth creep (and very unreliable at actual ATG duties) version that we had before.
RW still has room for improvement.
The different camo mechanism than other ATGs is simply unnecessary and the vet bonuses need to be look at. |
Only the M10 is mobile as the AEC and has the range of the firefly, best of both worlds. The ultimate rank flanking unit.
AEC has Range of 40
M10 has a range of 50
FF has a range of 60
Saying that the M10 is lackluster unit is of course inaccurate.
|
...
They simply don't suppress fast enough to hold their ground sometimes because the volks are able to gain too much ground on them before they get suppressed, and then literally just crawl to the flanks...
Imo that is an issue of the incendiary grenades and not MGs themselves.
One can fixi it by either reducing the range slightly or by moving the incendiary grenades to ST. |
Testing of chasing down retreating squads can be a bit hard, but it seems fine still a relative easy fix.
Do not worry, I have toned down the damage and gpu resources, in which you can play around with it in the mod. Instead of point target like a grenade, I decide to look at the Centaur's ability instead. Able to strafe an area with flames.
Also, I fixed the audio issues in the original, so I am more clear. (still uploading)
That sound interesting. Does the ability require line of fire or can it be used behind shot blockers?
(Imo such a change should be applies to most flame vehicles, since it will allow them to be strong but for a limited amount of time)
Unfortunately I can not currently try it.
|
thanks for reading and responding to my post.
My point about mobility has to do with modifier units with wheel have for driving on road and crates. I suspect that part of their problems with pathfinding has to do with the fact that the gaps of modifier between road and crates are simply too wide. Imo one should test lowering that gap.
Although I can not test atm it seems to me that you might have to check how effective are these vehicles to kill retreating squads.
I would also suggest testing of removing the DOT from WASP and moving into an ability (it could possibly work as incendiary grenades work)
Imo being able to counter shock troops is not an issue. |
The officer in my mod is nolonger an "assault" officer, as i rename him to Platoon HQ section. His load out is base on actual HQ section of a British rifle platoon of the time, which consist of 4 man with rifle and a 2 inches mortar team of man (mortar team is represented by the rifle grenade and smoke ability). He is a support oriented unit. Recon plane require company cp so it is like that of major. Still, i can replace it with some kind of flare for sniper like soviet.
A change is name would be a good change.
Imo stock reckon plane is an issue because of how powerful UKF off map are.
About tommy thompson smg, i did use the sten model at the begining but i cant find a sten gun icon to add to the UI so i change to thompson. Due to my limitations of my modding skill, i cant make the icon of rifle section and bren section clearly distinct so i go with the thompson and bren icon.
If it due to limitation it fine but I am sure there will be people willing to help you if you ask them.
Assault sapper is just an experimental of my own for fun purpose only along side several other thing like 2 man sinper team or 25ib emplacement. They event have a supper thompson profile. They are not meant for balance and i wont suggest them into the live game. If anything, for serious, i will make a version of assault sapper upgrade without smoke and change gammon bomb to some thing else.
Testing in nice but just wanted to point out that having a single stock unit that can smoke and blow up stuff is not good design imo.
With the heavy engineer section upgrade, what i want is to change whole squad to rifles and allow putting away sweeper but again due to limitation of skill, i cant get it fully done.
How about changing default weapon to rifles and have the upgrade replace all off them with smgs? |
Although the MOD seems to be in good direction :
smoke grenades and gammon bomb should not be allowed
"Assault" officer with rifles makes little sense and should have the name changed
Stock reckon plane should not be available
Thompson available to infantry should be avoided and could simply replaced by sten model smg. (Generally speaking Thompson should limited to elite infatry only since the do not use a SMG profile and have good mid DPS)
Having engineer units using a mix of SMGs and bolt action rifles should also be avoided since the unit performance changes allot when taking casualties. |
I am sorry that some of my comment might be out of point but I could not really follow the video since the sound level of the game was allot higher than the sound of the comment and I couldn't follow them.
Imo the issues with "micro" light have to do with:
Inconsistent DPS curves, inconsistent moving modifiers, inconsistent modifier.
High modifier for off road and on road movement
Early hard counter time like 222 (imo the 221 should return and 222 should be delay and redesigned)
Inconstant durability with different armour, HP
and damage modifiers
Change could also include:
Lowering pop with veterancy
Less RNG for passenger when vehicle is destroyed like removal of death or hard cap to number of casualties, health damage/suppression instead.
Lowering power level of some of these unit, (for instance wasp could become earlier available and cheaper but have the DOT damage moved to an ability instead of always on)
|
I would test the following:
Cost the same or even a slight decrease
Now has shared veterancy
Can now fire flares
Crew removed/mark target removed/155 barrage removed
Range to 35
Gun upgrade removed passenger automatically crew HMG
Passengers do not die on destruction only suppressed maybe take some damage
Can now be "Withdraw and Refit" for a M3 |