You could make the Dska into a mg42 clone
It doesn't make sense such a heavy MG is so mobile but limited in defence
Unless it's an offensive Mg designed to take the fight to the enemy because the faction already has an Mg in their core lineup and having the exact same thing function the exact same way zbut better is boring. |
Stug has so much armor that T34 pens it almost 100%.
That's simply not true. If my memory serves me right the stug has 140 armour, meaning even at point blank the t34 can bounce it 15% of the time and at max range the t34 only has 80 pen which translates to only a 57% chance to pen. |
If salvage is being kept instead of caches or any other solution, it needs to be improved.
Even though it costs nothing it highly depends on wether there is something to salvage. Getting only 5 or 15 fuel (Correct me, if i am wrong) depending on the wreck seems way to low and in some why unnecessary.
If you salvage enemy tank wrecks, you are likely to win the game anyway.
The enemy also can kill wrecks, so you dont even have the chance to wreck them at all.
Salvaging should give a decent amount of ammonition as well.
I would propose the following changes in that case:
light wreck: 10 fuel / 20 ammo
medium wreck: 30 fuel / 60 ammo
heavy wreck : 60 fuel / 100 ammo
This way, destroying wrecks would become a higher priority.
Furthermore the okw commander wreck ability would have to be reworked.
That would be OP as fuck. Salvage a heavy wreck and get 1/3 of a Panther? Seems balanced.... Don't forget it also applies to team weapons making okw the best at denying them. It has its perks but suddenly making it so okw can instantly get more fuel that an air drop doctrinal ability would absolutely destroy balance. |
What about standardizing Panther blitz to the okw version that increases rof and accuracy? It's a shorter duration so speed racer panthers won't be an issue and it also makes up for what the Panther lacks in a time of need. Gating it behind munitions also prevents roaming Panther death balls like we have seen in the past. |
Stug can really use the camo since it is almost just as fragile with poor speed, 10 less range, facing alpha strike 60 TDs from every faction, and stug TWP is useless anyways.
Almost as fragile? With double the armour and an extra hit worth of health and increased armour with vet... Yea and shocks are almost as fragile as a sniper... |
So what's your idea about the HQ Glider? Are you planning to make a further changes? I mean AT gun and Mg is already available from basic structures so what's the point of having them and only them in glider.
Spawning on field is pretty handy trait, regardless of them being available elsewhere. The whole idea of the glider is to have a strong forward (or enemy back line) point isn't it?
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Yes the suggestion is the camo from tank hunter tactics which immobilizes then and lowers turns speed. Also takes a few seconds to take off and on.
Which is ideal for a tank that is supposed to use its mobility to make up for its low durability... |
To me, their battlefield/repair performance is absolutely similar and there shouldn't be 30mp discrepancy in the cost.
and there is the root of the problem. To you. To everyone else who is using in game and on paper applications pios are superior if ONLY because of their increased vision, but also the other things they can do. They are superior in a support role and if you can't find merit in that does not qualify as a balance issue. Seeing further than even armour can shoot is a boon. Slapping it on any team weapon you get the chance to is huge. Being able to see the enemy diving for the tank you are repairing and getting a few precious seconds to face your armour or get a shot off is a huge bonus that isn't even quantifiable outside in the moment. You are severely discounting the power of increased vision. Let alone being able pit hurt on in the early game when lines are full of holes. |
Dedicated units are always cheaper than multirole units. Those that can do more have inflated price but those that do less do so generally more cost effeciently. CE are very cost effective repairmen because they don't do anything else to inflate their price. Whining that they are cheaper and thus more efficient repair lads is like whining that the elefant is a cheaper more effective AT unit compared to the isu and focusing only on the AT portion while ignoring the AI portion. I'm still in awe that this has gone this far... Do less= cost less... |
Not caches but reminder that they had resource manipulation on the mechanised truck. You would convert fuel to muni or viceversa.
I remember... I miss that... It had the trade off of not being an equal exchange. You got more of what you wanted but less resources overall. |