So when we getting our “Endless autumn mud” dlc?
Case blue dlc added mud iirc so... Yes? |
As with most okw infantry problems it comes down to "why should I just build another volks squad? Why do I want to lose out on being able to deny any form of cover? Why would I want 1 less squad? Why would I want Kar rifles on a unit when I can get stgs which are like rifles, but way better up close and on the move? Why would I give up the ability to build myself cover anywhere I have infantry?
Sturm officer does make volks better, but doesn't have the same impact you will get with just another volk. Volks are independent. The sturm is not and so you are narrowing your front coverage because it has to be with another unit to get the most out of it which you can also do with simply another volk by out numbering your enemy |
Significantly worse weapon teams than Ostheer, not worse than Soviets.
Also the 221 straight up dies to a solo M3. Put them against eachother in cheatcommands mod, you’ll be surprised by how good the M3 is, especially if you use the 5% armour bulletin.
most units that only shoot in 1 direction are better in a test like that than ones designed to use their mobility and dont.
put a puma against an isu in a biased test like that one, then do it again microing the unit like its intended and you will get wildly different results.
ive killed many m3 scout cars with the 221 becuase in a real world scenario you dont sit there and let it use all its advantages without any of yours. |
They already have mini sink tho, the repair station cost mun and mp
How many repair stations are you building?!? |
Imo the only mainline infantry that should have sandbags are those that benifit from them via a cover modifier.
Cons (pre 7 man it's essential for their intended role and poor stats, and after the upgrade for their bonus)
Tommies, again cover bonus. Although I'd toy with the idea of moving the trench to sappers and making it more attractive somehow
Ostroppen, yet again a cover bonus. Similar to cons their job is to be holding ground not taking it.
All engineers on the flip should have access and any other mainline access should be doctrinally gated. Cover is important and should require sacrifice to generate, not on the units you are using to take ground through brute force as you want them anyways. Make unit composition more important and viable. |
I think 85s would be OP with the fuel drop as well as overshadow whatever other tank is in the doctrine.
All in all I feel like the Soviet armour is in a good place and even more so when increasing fuel gain via drops. The theme is expendable armour not superior armour so the 85 doesn't fit in in that regard either.
That said I do think self repair could get the axe and something else in its place, perhaps con ppshs so you have another munitions option aside from the air drop that also fits the theme of soviet industry and fills the hole of infantry.
Or rapid conscription to aid the horde mentality.
In the past (before the fuel drop was put in) I suggested making CE "work" a cache to increase resource gain at the cost of manpower via upkeep kinda like the old version but with counterplay. |
What I was arguing was that Panzerfaust is available on a variety of highly capable units without any sort of squad or tech upgrade even if they are not designed as an AT unit. Every unit you just listed either require squad upgrades or techs to access their snares, and the only units in your list that are also highly capable against infantry while having their snare unlocked are Soviet Guards, who just about happens to have the most expensive and least reliable snare: 40 muni, no damage, requires constant LoS to function, and breaks if the squad moves even a tiny bit.
It's true that PTRS Penals, PTRS Cons, Guards, Riflemen, and Sappers can have both AT weapons and snares. However, that is not my argument. My argument was that Panzerfaust is not objectively worse than Allied counterparts, and part of that reasoning is due to how accessible Panzerfaust is to the Axis on a wide variety of tough infantry units without squad upgrades or sideteching. My point still stands that anything the Panzerfaust has that is "worse" than Allied AT nades is related to unfixable issues with the game engine.
Guards snare requires a 75mu upgrade to unlock. |
Exactly. Only engineer units should build cover. Or... gren too. Pioneers are most hard working engineer squad in game btw.
Some mainline it makes sense to be able to build cover. Cons for example are meant to be utility units that hold the line. Cover makes sense there. Same with Tommies whom have worse stats when not in cover and horrible moving stats and no sappers until tech. They are static infantry so it makes the utmost sense for them to be always able to fight from cover.
Ost on the other hand is as combined arms as it gets. You should always have pios on hand and it's always worth having pios on hand. There is no real reason for grens to build their own cover tbh and if it's on grens then what happens if you plan to go ass grens? No sandbags for your mgs? No. It doesn't make sense. |
Game engine limitations. Can not be fixed, sadly.
Could it be made into an ability instead of a state? Cause mgs can use abilities in garrison right? It might look a bit clunky but if it works.. |
ohh no they lose potency when upgraded with the PTRS... but they have the meme ability to rape elefants tigers jagdtigers and king tigers really quickly when paired with a T-34...
Combined arms op relic pls nerf |