Exactly this, i agree with this too.
Recently i learned that KT had a hull welding issues, so after a couple of bounces frontal hull welds would break under pressure. Deflection damage could be really useful to balance lategame TDs vs a high armor heavy.
Now i need to ask. wich is the golden number for a deflection damage to be consistent, yet useful to allied TDs. For simplicity if a KT goes down with 10 pen shots, now with deflection damage, it should be something like 5 pen/10 deflect? or 5 pen/7 deflect (one is 50% dmg the other is 70%)
Also, do deflection damage cause critical failures? Like main gun damage or anything similar
I'd start with 50% and tweak from there. As I said the idea is that both armour and TDs do their jobs without nullifying the other.
Not sure about crits, perhaps someone better than I could enlighten us. |
I think the problem will remain, a normal Build order require one of Mec/Med+T3, not both mec and med then T3
probably, but at least then it COULD be rushed. its better than nothing |
i think tying it behind 2 trucks might be enough. then it can be rushed via med + mech at the cost of delaying proper armour. risk v reward |
Gunna suggest it again but TDs shouldn't be entirely rng nor should the completely invalidate armour. Reduce pen and add deflection damage. Then pen matters but volume of fire also matters. High armour works as does now against low tier units but effectively changes the damage negation of a bounce to a damage reduction against dedicated counters. This ensures both high armour units and TDs remain both viable and able to do their job instead of the current case of one being useless due to the other doing its job. |
the 4 man argument is just nonsense gren's are very durable with various ability's and commander ability's and with the new t4 cheaper....
Doctrinal options should never dictate non doc units. Balance the core and balance the doctrines after that based on the established balance. Grens need to be able to counter allied lights. If the enemy is kind enough to wait and bring out their flame car or light tank until you are equipped to build a Panther that's great, but unless that happens your t4 late game reinforcement bonus isn't going to help a whole fucking lot is it?
Grens can keep their range/ recharge. Ostroppen should probably be normalized tho. |
Bulletins should add flavour to the game, like mini commanders:
- WP rounds for mortars (costs x muni)
- 2 memebrs throw nades for twice the cost
That sort of spice, not "5% movement speed for SwS" but something that can really have an affect and add utility to existing units/abilities. Obviously, that would be a hell of a lot of work but, you know ¯\_(ツ)_/¯.
IIRC didnt they want to do something similar to that whek UKF was in beta? I swear I saw a teaser picture of the mortar pit with different barranges depending on what bulletins were chosen.
That would be cool. Kinda like the ostwind suppression one. |
Bulletins are useful for Relic. They are there so they can pad the amount of objects available in each drop.
That wasn't how they were initially though. They started out as something earned through using the units; most of the "kill x unit y times using z" achievements were also to unlock bulletins. NOW they pad out the drops, much like camos do but honestly that's OK. |
You don’t get it. Why would anyone buy infantry that gets walked over regardless of the cost. If they were free and walked over they would not be worth the micro and popcap. If they microed themselves and had zero popcap then the player would be indifferent regarding fielding them.
Equal veterancy is implied.
Because there's more to the game than JUST combat proficiency. Ostroppen have always intended to be map control and expendable manpower. They were never intended to trade well against anything more than conscripts and only when in cover so there is no surprise at all that they struggle in combat against even better units. Don't replace all your entire line with ostroppen and yuu will be fine. They are auxiliary troops not line infantry. |
please nerf assgren to not have 6 man upgrade.
Ost is spamming mg42 - assgren/assgren sniper - pak40 - scout ht - p4+ - 6man ass - brumbar/warfer - tiger.
Op af strat
You need a t70 rush to stop assgren spammers
Wait.... So the issue is the ost player is using a combination of doctrinal and stock units to bring a well rounded army composition and using combined arms to cover all threats os OP? |
AGrens closing on rifles in cover, from max range, will lose every time - and will often lose enough models while closing that they'll be forced to retreat before they do any significant damage (if any). Meanwhile, the rifles in cover won't be suppressed by the MG, due to the suppression reduction from being in cover.
i want a solution that doesn't involve making use of core game features god damn it! |