Why did you only quote the speed and rotation rate? Both of those impact it's performance against vehicles way more than against infantry
The barrage recharge is what would effect infantry. But I don't see how you could possibly think what he's proposing is extreme, especially given that he said there would need to be other adjustments
Fast unit with rotation above 32 are extremely good at crushing infatry.
Crushing infatry should simply be removed from this unit. |
-Speed from 6.3 to 6.7-6.9
-Rotation rate from 32 to 36-38
Lets have another unit that crushes infatry like crazy. |
Goes to show that I have a lot more to learn. Thanks for keeping me informed.
You are welcomed. The forum should be a place where someone can learn things. |
What he means is that sometimes a model will instantly burst into flames, run around screaming and die in agony
It might but that is not a death by critical.
Flame damage used to be able to kill with critical kills even full health model, it can not any more. |
Molotovs have a small burst of damage on impact, which has a fairly good chance of dealing a flame crit effect, instantly killing one or two models if hitting them square on. It's why some people toss twice in the same spot if the targetted squad fails to move away.
That said, it's a molotov, a fairly telegraphed attack that should be easily avoided so long as the commander is paying attention.
molotovs do not kill with critical kills. They kill with damage. |
Only for Soviet and Ostheer, not for Ardennes Assault units.
That is simply a mess.
Weapon used in multiplayer should be clearly identifiable by name. |
I believe that weapon is part of the Ardennes Assault Cavalry Riflemen, which is a different unit.
mp in the end stands multiplayer weapon generally. |
My mistake, I guess I assumed that if one would go into the trouble of creating a weapon profile called "cavalry_m1_thompson_mp" one would actually use that profile for unit called cavalry riflemen.
It would also make more sense to be different weapons since Para Thompson is an elite weapon (with specific reason for a non smg profile)and Cav riflemen/AsIS are not. |
There's only two, Cavalry Riflemen use the Paratrooper Thompson.
They just get two of them rather than four.
well the weapon list says a different story:
cavalry_m1_thompson_mp 16.2/16.2/2.2/0.4
captain_m1_thompson_mp 14.3/14.3/2.6/0.6
paratrooper_m1_thompson_mp 18.7/18.7/6.2/0.9
ranger_m1_thompson_mp 18.7/18.76.2/0.9
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regarding to the curve of the PPsh, if the starting point is lower, increasing it's midrange DPS doesn't make it quite comparable to the thompson and therefore is not a big issue.
I don't know if STG is a bit weak or Thompson a bit too powerfull, but IMO the ratio between these 2 shows the problem among CQ units and "Assault unit".
The difference between submachine gun (MP40,Thompson,sten,PPsh) / Assault Rifle (Bar,STG44) / LMG (mg42,bren,M19..) in terme of DPS Curve isn't clear.
I agree and I would rather see more distinguished weapon profiles curves.
The reason about the original Thompson profile thou had some merit.
The carbine was already a great weapon at all ranges so Relic buffed "elite" Thompson profile at mid range so that it was a downgrade from the carbine. |