A 8 second stun is far to long. Ram was designed as last resort option for doom tanks. Ram started becoming problematic a "bug" fix that stunned on penetration and with new powerful AT option liek satchels and off maps.
Imo there 2 routes here:
Either return to original design of a last resort
or
Keep the cheesy approach but move do doctrines
Either way both T-34 could use a different vet 1 ability.
I wasn't comparing Paras' Zooks to Rangers' Zooks. In fact, I wasn't even thinking about Paras, I was comparing triple Rangers' Zooks with PZGs' Shrecks.
3 bazooka ranges are far more dangerous AT unit than AT PGs, but that is a bit off topic.
Happy to see that what I have been saying all along about Penal has been recognized and my suggestion about a weapon upgrade is considered. On the other hand the number simply do not seem to add up.
With a cost of 280 and 4 SVT they would be more cost efficient than PF
With AI upgrade for 50 they would be more cost efficient that AI PF with a cost of 295+80 mu
Also smoke grenades and satchel is a very big no non since they will be able attack frontally and blow up things.
On the other hand imo one has to rethink what role this is unit is supposed to fill since there is allot of overlap with other units and I would rather see a redesign of the unit.
Nice to see that quad being OP in AA is recognized. I would suggest thou that all AA asset get separate AA mode so that weapon are better balanced.
I am also not sure why this obsession with giving more stock healing option to all faction. Imo it actually the faction that have too many that should be reduced instead.
A change in the right direction but simply not enough.
Imo one should at least try to lower the squad wiping capability in chasing units. One could try to either increase scatter on the move a lot or decrease it a lot so the unit miss more when firing on retreating unit.
Both change in the right direction but not enough. The unit is simply to effective vs PzIV while it can self spot. How about lower power level by reducing stat and price.
The ability described was in the game as "recoup losses" and it was removed so I am not sure why now it will be more successful. One could try to make a passive and lower the return to around 2 MP.
But I would rather have another ability that provides "relief osstruppen" 6 men squad wih target size 1 that can merge but not reinforce.
Glad to see that it has been recognized that the unit has been overnerf.
I would rather see an addition number of changes like:
Aura that scale with vet
Aura separated into passive and active
Gun with a profile similar to Stug-E with sorter range
Hollow charge AT fire mode
Some recon ability involving the commander animation
XP value/vet bonuses brought in line
Glad to see that what I have pointed out year ago is being considered.
Maybe instead of camo for infantry a camo for Packs?
In addition with the removal stuka one should probably have a look at Riegel mine and spotting scope since both abilities are rather weak compare to similar abilities for taking up a slot.
Because it's a means to prevent them from being pushed as a single volley is not sufficient to out a normal tank below the snare threshold like it is for a shrek. You know this.
One shot snare is not necessary for that damage only or damage a temp critical would be enough...
...
Here we go. Hit me up if you'd need a .png version
Great work. I like the last one.
(How about leaving some of his sideburns and just removing the hair on the chin to make him more unique...that face hair line was quite common for the army before WWII)
Yes, but there are not also skillshot, just choose area and ALL vehicle will be taking damage. Want one-target big damage dealing? ComPanther mark target give +50% damage. Regular shot from 160 turning to 240. 3 shots to kill any medium.
I could predict you next statement about SU AT artillery from NKVD and Def doc- but these docs almost dead in 1vs1 and 2vs2, only this ability make them somehow potent. No any good armor (Kv-8 much better in other docs) or elite infantry. And tactician smoke completely counter them - without sight to target, artillery not working.
That is incorrect C. Panther's "Coordinate Fire" +25% damage +15% received accuracy
If Panther is meant to be a heavy tank counter why increase the accuracy?
Imo one should reconsider the changes in Ostheer Panther that made is more expensive. There is little reason for OKW and Ostheer Panther to similar and cost the same. The unit should be fit its role within the faction.
Alternatively could be a moving accuracy bonus (from 0.5 to 0.6) that’s more in line with its tank hunter role
Imo all smg units should have something 15-25% reinforcement discount (and and ability like divert fire).
Unit should also have reinforcement cost reduced and a way to upgrade the luger into something more powerful
When gun became destroyed? It was very, very fine. Especially when 1 60 fuel tank destroyed gun of Tiger or panther. And even if you played bad, 60 fuel on 50% less than 90 fuel. Math. You need 50% less time to collect their and build new tank.
Once more T-34/76 did not cost 60 fuel, it was 100 and then it was 80....