Ive said for years grens should get explosive resistance with vet. I think modders said that's not possible, but the damage reduction was a good move
Maybe they should still get some RA bonus with vet, just a much smaller one? I don't think they need much
I agree. Even leveling out their rec acc buffs that they already have to come at at vet 1 as well like they did with both cons and pgrens would help as it's proven to do with both cons and pgrens. |
I dont think you have to buff grens, this would be non stop power creep. Tommies need to have ther changes reverted, vickers should get a suppression buff in its vet somewhere (late games becomes hard to suppress squads) and give UKF a non doc motor. UKF weakness had nothing to do with tommies. Plus they now have CQC squad too. USF inf is definitely the most powerful of them all, but USF infantry is designed to be like that, and they don't have access to non doc elite inf like Pgrens or obers and, which is why they may have to stay OP like the jackson. The only thing i will look at for riflemen is not allowing double Bars.
What I would try for rifles is them only having 1 slot and earning the 2nd slot with vet 3. This slows the power spike and outs more weight on vet (but not all of it of course) keep elite infantry and officers the same so they stand out a bit more. I feel like that could be enough of a slowing of power that grens would hold better into the late game. It might even be enough that Bars could get a slight buff. |
Free medkits at t4 wouldnt really effect much. And I really don't like the idea of breaking the formula for reinforcement will nilly. Units that have to assault are one thing, but units designed to sit behind cover and have the advantage of being as far away from a fight as they can be doesn't feel right. We should be trying to stick as close to the established rules as we can lest there be no order at all that catch on (see ungrades that have literally no negative to them whatsoever for details)
I'd sooner look at the things that make grens feel weak from the other side and look at them. Why to grens feel weak against rifles? Why do they feel weak against Tommie? Why do they feel weak against soviet infantry?
If we can find a common denominator then we buff that aspect of grens, if there are certain scenarios against certain allied infantry we adjust the allied infantry.
I agree with vipper that we need a baseline else we have no bounds to what gets buffed and when we need a nerf.
And I agree further that is should be ost as they, being EFA have all the tools a faction needs stock AND has an all inclusive tech (no branching paths) which gives us a solid baseline for timing.
We don't need to reinvent the wheel, just realign it. |
Well, with arty or mortar it is often just decrewed. With the skill plane you just throw the 350/50 down the drain.
I think the issue is not the skill planes, but the commander composition.
But isn't that kinda the exact purpose of the bombing run? Or do you save yours for bunkers? Recon and off map strikes should be exclusive with one another but using a bombing run on an emplaced position is as fair game as fair game gets... |
No unit should have 0 pop. Lowering pop cap? Yes. Removing? No |
then take it away from other factions or give grens a different a vet ability
I'm on board. Ambulance can keep it but tommiws don't need it. And medkit is a fine ability. It means you don't have to retreat when you take damage but don't lose modelsfor ANY squad (including your mg42 that you need to hold the enemy hoards at bay) . It's one of the few efa vet abilities that suited the units it was on. Its cheap, like 10mu iirc. Only thing I would change is moving some rec acc around to apply to vet 1 as well |
CalliOP
OPKW
O Party Cover
IWIN button TA
Flamer/schreck blob of doom
OstWIN
Precision win
Partysans (I personally preffered spartisans)
Kubledragon |
how to fix :
1 make pio 5 man at tier 3-4 so u can crew and repair better
2 make the jackson not the best tank in the game
3 change stug to have 55 range but less reload to give it the chance to actually hit a TD
You gotta be careful buffing stugs since they basicly shut down mediums really well. Transitioning easily into also fighting TDs would be a tad much. HOWEVER if stugs were to get a range buff, imo, it would need to be a munitions cost as ost is heavy on muni and they it adds a much needed conflict of resources. Thus not being a no brainer.
Say 100mu after bp3 is researched as a ball park? |
oshteer is a very munitions hungry factions early game.
all your munition goes elsewhere like on
fausts
tellers
med bunkers
if you could get the lmg out easier then grens are fine.
let me not get started on that shitty med kit they have. please give them aura healing
Noooooooo. On field Aura healing on pios and grens and iirc ostroppen? That won't absolutely flip the game balance on its head. No way no how. Aura heals should be restricted not handed out like you are designing a wfa faction. Use your noggin. It's a TACTICAL rts. Resource management is a big part of that. |
That is not the point. I am well aware, that i need snare atgs or units of some sort to cover up my retreat.
The point in these games were, that the greyhound was called in the moment i got the atg, solely with the purpose of denying that.
Can we agree, that a situation explained above, is not a desireable game design?
I agree with the end result, simply not how you got there. Built or called in you would have lost your squads. The effect wasn't because of the call in, it was because the lack or support. Both axis faction's mainline squads and mainline replacements all have snares which is more than enough to scare a LV from making a dive. Again, I too dislike the call in design and have since the beta but it's not the cause for this thread. |