Actually, its to have even a bit of capping power in early game.
You'll often see penal openings with either fast M3 or 2nd CE, often both.
Same thing more or less. It's to offset the higher costs of teching and building units. I just used penals as an example.
If both Ost and wehr build their mainline and an mg Ost is up a whole 80mp on the exchange, while Soviet will have 4 extra models they will have vastly inferior versions of both. Out built and out fought. |
And so what???? T70 also murders infantry like crazy should we make luches do the same???
And so what???? Walking stuka makes team weapons obsolete should we make the land mattress do the same??? |
Also HMG34 was buffed, the stats of FlaK-Sdkfz. was a simple "over-buff" and no excuse for some bad changes the mod-team made. That happens when too many people working on a project without a clear leader-ship and a red-line.
e.g. I am still waiting for a real over-work of OKO and OKW, mixing and move some units and verhicles for one fraction to the other. Making some doc-units normal stuff etc.
How is the flak trak over buffed? It's the only AA vehicle in the game that can't fire on the move, it has no armour either so it SHOULD be a hard hitter. It's as glass of a cannon as any unit in the game really can be. Even then it will lose to an m5 even if it's already deployed. It's got enough drawbacks to warrant good damage and Supression |
Then royal engineer definitely should get the same treatment since they come from a higher tier and cost slightly more but have identical dps profile with pio.
But have a snare and can get a 5th model and can pick up lmg or AT weapons... |
People forgetting that Ost has 2 distinct infantry units? One is better at defending and one just got some great buffs making them more viable taking the fight to the enemy. I know it's hard to believe here but needing different units to fill different roles is a good design vs WFA 1 unit to do it all... |
Other factions get weapons to kill more efficiently Cons get an upgrade to die more efficiently. Which is a fine example of asymmetric balance. |
As point out the problem with Lv is the shock value and not their spammability.
Pop cap increase fix spam issus.
Actually some vehicle like M3,kubel,223,UC,WC51 should probably have their pop reduced with veterancy
US that possible? If so that would really be a great global vet 3 change... The better you keep your army the more effeciently you can keep it. I'd love that.... |
This would just further punish keeping your light vehicles alive into the late game, a point in time where they are already painfully useless atm (with the possible exception of Puma and AEC, and even those are questionable*)
*Stuart also has one somewhat useful ability for versing tanks, and then a suicide snare button in the engine block shot ability
t-70s awesome recon/ cap point mode allowing to steal territory and see if the response force is something you should fight or flee from
**am i a joke to you?** |
Actually, its easy to predict the impact of it, since it subtracts a set amount of mp per pop 1,5 to 1.
After having light on field for 20 minutes, you'd be able to reinforce 1 gren less.
Pop changes make sense exclusively in pop heavy units or spammable units, they do literally nothing to units that die fast and never are being built more then 1 per game.
I've been told that the manpower saved from con 7 man in 5-10 minutes is eniugh to buy a zis, a mortar, a maxim and multiple tanks so the passive lost mp from 1 pop cap could be paramount! Think, that's 1MP for EVERY minute the light vehicle is alive. That's gotta be enough for like 2 or more caches over the course of but a few minutes. Which would snowball into less armour or ability. It would be game changing. |
Using the c. Panther is a 1v1 scenario is extremely misleading. While it does fare better than your run of the mill panther due to Mark target the cpanthers main attribute is how it improves other units. It's one of 2 remaining aura units and undeniably the most powerful (thank in part to its strong base unit and not at all diminished by time as it improves with vet) it's base ability of improving line of sight gives it, and everything around it an edge vs heavy armour by letting you know if it's safe to engage and also getting the first shot off and it only gets better from there.
A change I would see to command panther however would be that it's mark target be changed to the superiorly designed usf mark target that increases target size and decreases armour of the target unit as it is better mechanical and complements OKW's lower pen AT units for combined arms much better. This is better designed as it helps improve your RNG in 2 of the most RNG mechanics of the game instead of doubling up on getting the right dice rolls. And before the whiners come in yes, I think the Soviet version should be changed to this as well (also makes more sense considering the included plane) |