R.E. can be upgraded with Rifle Grenades
Requires 60 munitions; locks out minesweepers
Now takes up one weapon slot.
AOE distance 0.5/1.5/4 versus 1/2/3 of the standard Fighting Pit.
AOE damage 1/0.5/0.3 versus 1/0.75/0.25 of the standard Fighting Pit.
Damage modifier against heavy cover from 0.5 to 0.75.
Range 35, 20 minimum.
Provides Riflemen with Incendiary Grenades; similar to Molotovs. Shares a cooldown with Frags. 30 munitions.
CP 0 (passive) Sherman assault Kit
M4 Sherman Tanks can now be upgraded with Dozer Blades, for 80 munitions increases health by 80 and gives the vehicle heavy crush and the ability to build barricades. Speed reduced by 15%, rotation by 5%
M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions.
CD 10 secs
CP 3 Rangers
Cost from 400 to 350
Reinforce cost from 33 to 32
0.9 Damage reduction removed.
Received Accuracy from 0.8 to 0.73
CP 5 Cover to Cover
70 MU
Drops three smoke shells at the target position.
Infantry will sprint for 20 50 units around smoke drop seconds after the ability is cast.
CD 60 secs
CP 10 Calliope
Cost from 380/140 to 380/115
Far AOE damage from 0.15 to 0.25
Reload from 1.25 to 0.125; matches cool down
AOE from 4 to 5
We already know you hate that the allies are allowed team game synergy, Vipper.
Pls do not this make personal.
I am not against synergy, I am against abilities that hard to balance and create more issues that they actually solve.
Unless Relic decides to implement one solid system do balance this weapons this will always be problematic.
A systems like that would either need to have different squads pick different weapons (ober/commando...) style or specific modifiers for each squad applying to picked weapons (osttruppen style.
Else these weapon will be problematic. Take for instance Royal engineer or R.E. which will be able to punch way above their cost.
In sort, this ability serves little purpose in 1vs1 and creates a whole lot of issues in 2vs2
Stop with the hot air...
We've seen stream and we've seen how new guards perform.
They're fine and on ober level, where they trade model sniping for durability. They are and should do more DPS then regular guards, because why would you get them otherwise?
Ourside of REEEEEEEEE you haven't even argumented why or how they are supposedly op.
No that logic is simply flawed. A commander is not about a simply guards and DPS is not the only thing a unit bring to the table.
Even if one accept the logic there are 2 solutions, either Air Guards should be stronger than current Guards or current Guards should be nerfed. The later seems a far better solution since "ober level" AI in a units with AT is unnecessary.
A unit should be simply be cost efficient and designed to perform adequately vs enemy units
It seem rather early to provide useful feedback but there is an ability that is so obviously bad that need to change:
Airdrop SVT, drop-able weapons are bad and they should be removed from the game not become more available.
The mechanism offers nothing in 1vs1 and creates all sort of problems in larger modes. The weapons have to be balances for units that cap pick them up and while it actually works as uncounterable MU transfer.
Lets for instance say that in a team of 2 player A goes PPsh and Player B SVT. Now player A can have access to PPsh/SVT conscripts with performance close to Assault guards while spending only half of his munition.
This mechanism is flawed in it core and should be simply removed from the game.
CP 2 SVT Drop
cost 45 MU
Drops a crate at the target position that can be picked up by infantry.
Grants the squad that picks it up with 3 Penal Battalion SVTs; takes up 1 weapon slot.
CP 3 Airborne Guards
Costs 360 manpower.
There is a smoke drop before the unit airdrops
Equipped with 6 SVTs
Has Rg33 Grenade, IL-2 strafing run (vet 1), can built Airborne Rally Point
IL-2 strafing run
-Veterancy 1 Strafe damage from 5 to 2.
-AOE from 6 to 5
-Strafe AOE distance from 1/1/1 to 0/1/3
-Strafe AOE damage distance from 1/1/1 to 1/0.5/0.3
Can be equipped with 3 DP 28s for 100 munitions.
Upgrade now provides Fire Superiority:
Airborne Guards accuracy reduced by 90%, but targeted infantry unit receives a 55% accuracy penalty and are reduced to walking speed for 11 seconds or until the ability ends. Ability disengages when unit is told to move. 25 munitions.
Can upgrade with 6 PPSh
Upgrade now provides smoke grenade.
CP 2 Airborne Rally Point
Costs 100 manpower and 15 fuel.
Can detect enemies in a range of 60 around it.
Can reinforce units in friendly territory
Can request a Medical Airdrop at the target position for 15 munitions.
When the Mechanized Armor Kampaneya is deployed, it can act as a Forward Retreat Point.
Has 320 Health.
CP 2 DsHK Paradrop
Paradrop costs 125 manpower and 50 munitions
DsHK Changes
Penetration from 4.5/3/1.5 to 7/6/5 (now similar to USF .50 cal)
Arc from 30 to 38
CP 10 IL-2 Rocket Strafe
100 munitions
Barrages the area with P-47 rockets.
Damage against vehicles from 120 to 160.
Building AOE damage from 1/1/1 to 0.25/0.001/0.0005 (this will be adjusted, values are temporary to stop ability from hard countering buildings)
Damage against non-vehicle targets from 120 to 20.
Added a delay of 2 seconds before the airstrike arrives.
My second point is that if one want to see these units used more one has to lower the cost efficiency of the M36 or to give it a specific role of Super heavy tank counter.
Easy 8 role is NOT AT specialist. Its USF equivalent of T34/85, difference is, stock sherman is actually a very good and potent unit in both AI and AT support while T34 not so much.
M36 doesn't walk on its ground and is irrelevant here.
Easy8 is not an AT specialist but it has high penetration. Actually its far penetration is close to the near penetration of the T-34/85.
So what it bring to table is similar to T-34/85, it can fight axis tanks but the difference here is the USF have little trouble vs the majority axis vehicles using the M36. Their infantry can also stand up to axis infatry once up-gunned. And there are simply better USF commander out there.
Now is M36 become specialized vs Super heavies there would be more room for these USF units.
Easy8 is a cost efficient units and does not need buffs.