Or you know... Eyes. Eyes will help you get value from it. I fail to see how knowing exactly where the enemy set up their mg, are pushing or healing or laying mines or building or literally all the actions a player can do that the uhu let's you see doesn't count as generating value. Information is value. If you are unable to make use of that information doesn't making being able to get it less valuable.
Well currently IR HT has 35 vision kubel has 50. IR HT get will get cone vision when stationary but the advantage over kubel is only 20 units.
As for the ability detection it cost munition while Kubel gets a toggle one.
It hard to explain the difference in costs of the 2 units.
Okay, seriously, what crack are you smoking when you say that the Heavy Gammon Bomb as it currently stands is even contributing to a unit being broken? Have you ever even tried using one?
Read more carefully it was suggested that the AT section grenade should be replaced by AT grenade barrage similar to AT conscripts. In that case AT section (hammer tactics) would be able to fire 5 at grenades and a heavy gammon bomb.
IR spot light has lines with longer range than the actual vision that are not really necessary for anything and should probably be removed.
detection ability description indicates that only infatry are detected similar to 222 ability but when I tested team weapons and vehicles where also detected.
ST grenade description indicates 1 grenade will be fire while it a timed ability and multiple grenades are launched.
Is it really powercreep if underused units are buffed? People are used to units performing well, and making others perform at that level doesn't speed the game up as much as it allows more build diversity.
No bad that is not the case. Many units or abilities where fine or even op at time and have gradually paled.
Take for instance PPsh with changes in December Patch PPSh dominated the meta. Since then it was moved from CP 3 to CP 2 and even so it compares pale to the SVT upgrade or 7th conscript upgrade. That indicates that the power level of units has increased and what was one Good is currently UP.
I would disagree here. Given equal complexity, the faster the RTS is, the more competitive it is. It's a way to raise the skill cap and cut down on wait times.
Think that you are confusing game duration with pace. The earlier appearance of super heavy tank might have a small impact in the duration of the game but it has increased the the pace of the game making more about who will get the heavy tank out first than trying to advantage of each unit type in each stage of the game. For instance in the current meta there is little point in trying to win the medium tank phase because even if you do you might lose when the Tiger/IS-2/Pershing appears.
Changes to IR 251 are simply in the wrong direction and badly design. The unit hardly worth 200/10 fuel in 1vs1. There are many solution to make this unit more interesting.
Suggestions:
Make the unit scale by adding shared veterancy and vet bonuses.
Add micro to unit instead of move once and forget unit making the search light a timed ability or/and by manually aiming the search light.
Increase sight to 50 as other reckon vehicles.
Add utility by allowing it to:
Mark targets
or
lay tellar mines
or
launch flare
or
cloak when search light is not in use
or
the unit can now pick and drop med kits and/or create them, or medic similar to Luft air drop medic kit
or
add smoke canister similar to smoke Sherman has.
or
deploy autobots that clear minefield or/and repair
Add unique features to IR search light like:
Provide "hammer trucking" for enemy units with in the cone
or
reveals units in smoke
or
has a long detection in cone and reveal cloak units
or
Sniper are reveal or can not cloak once they fire
or
Vamp St44 get an accuracy bonus or anti-cover bonus
or
IR Panther can not shoot more accurately
In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:
-Recharge standardized to 3 minutes
-Cooldown on ability now starts upon death of the heavy tank
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Command Tiger
-CP requirement from 9 to 12
AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
AOE distance from 0.25/1.5/3 to 0/1/3
Panzer Commander removed from the OKW Tiger
Veterancy 2 scatter bonus removed
The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.
To make up for the removal of the Panzer Commander upgrade, we are removing one of the penalties of the 'Command Tiger' ability to encourage the use of this ability.
Veterancy 2 now adds +30% turret traverse speed
Command Tiger accuracy penalty during 'Command Tiger'ability removed
Name: "Command Tiger"ability
Panzerfusiliers
The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
Veterancy 2 AT Grenade range boost removed
Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
-Projectile speed from 55 to 25
OKW Battlegroup Headquarters
Medic search range from 20 to 25
Sturmtiger
-Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds
-Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25
-Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75
-Grenade reload duration from 0 to 4
-Grenade deflection damage removed
Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
Can now be called in if the Tiger II has already been deployed (or vice versa)
Jagdtiger
-Fuel cost from 260 to 245
LE.IG/Mortar Half-Track Incendiary Barrage
-DOT Incendiary +25% against Commonwealth Emplacement tag removed.
-Brings DOT damage per tick versus defenses from 4.67 to 3.75
Fallschirmjaeger
-Panzerfaust removed
IR 251 Half-track
Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a lot of direct vision.
-Vision now narrows to 120 degree arc when set-up and increases vision to 80
-New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge.
-Fuel cost from 5 to 10
The overhauled Infrared Searchlight Halftrack is getting slightly more sight range to make it easier and less vulnerable to use on the front line. OKW LeFH 18
-Population from 15 to 13
Bug Fixes
-Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3
-Le.FH 105mm Howitzers should now have 5 levels of veterancy when recrewed by OKW
-Sturm Offizer Forced Retreat can no longer be used on retreating units
-Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun
-Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4.
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1.2
In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:
-Recharge standardized to 3 minutes
-Cooldown on ability now starts upon death of the heavy tank
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Pershing
-CP requirement from 9 to 12
-Pershing Manpower cost from 600 to 640 (to bring it in line with other heavy tanks)
Similar to the IS-2 and the Tiger, the Pershing will receive a small adjustment to its near AOE damage, reducing the likelyhood that it will kill multiple infantry models with a single shot.
AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
AOE distance from 0.25/1.5/3.25 to 0/1/3.25
Generalist Medium Tanks
In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.
These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
Target size from 23 to 21
M36 Jackson
In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased.
Armor from 130 to 110
Airdropped Combat Group
-Manpower cost from 350 to 380
Cluster Bomb
-Added 1 additional second to delay before the plane arrives.
USF Grenade Package unlock
-Manpower cost from 150 to 100
Bugfixes
-Fixed an issue where the Stuart 37mm had higher aim-times than other vehicles
-Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1.
-------------------------------------------------
In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:
-Recharge standardized to 3 minutes
-Cooldown on ability now starts upon death of the heavy tank
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
IS-2
-AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
-AOE distance from 0/1.35/3 to 0/0.85/3
-CP requirement from 9 to 12
-IS-2 Armor from 375 to 340
KV-2
-CP requirement from 9 to 12
-Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase
Generalist Medium Tanks
In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.
These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
T34/76 and T34/85
Target size from 22 to 20
ML-20
-Population from 15 to 13
Conscripts
Seven man conscripts were performing slightly too efficiently for their cost
-Reload cover bonus from 7 man removed.
In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered.
Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
Airborne Guards
Minor changes to encourage the use of airborne guards, which were slightly underperforming.
-Manpower cost from 380 to 360
-Airborne Guards Strafe from 60 munitions to 45
-PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers
For Mother Russia
Standardization change to bring in line with other similar abilities.
-Sprint now cancels when in combat
Soviet HQ
-Medic radius from 20 to 25
ZiS-3/SU-76 Barrage
This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.
Heavy cover damage modifier from 1 to 0.5
Airborne Weapon Crate Drop
Price from 45 to 60
Bugs fixed:
-B4 target size from 1 to 20
-KV-8 45mm should now recognize prioritize vehicle commands
-Fixed an issue where Assault Guards were 6 population rather than 8
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1.2