Supply drop zone doesn't go straight into your base.
Neither does the allied supply drop. It goes straight into the ground. |
Actually, after okw's vet rework last year, you actually can (for the most part).
OKW units recieve their stat bonuses in the first 3 levels, while vet 4 and 5 are active or pasive abilities. I can't remember if their 3 levels are to be achieved at the same time as other factions or earlier. It's in the rationale of the balance patch so, we just have to find it
There are 2 units that okw and ostheer have completely in common0ostqind and lefh. Both have identical vets 1-3 and okw has buffs at 4 and 5 therfore we can summize that OKW's vets 4 and 5 are indeed intended to be improvements over the 3 vet system. However less than a 1/2 chance to hit a long range squad in no cover at all is a bit much... Vets 4 and 5 should simply make the unit harder to kill as that promotes bad play but should instead be utility focused and raise their skill cap. Make a better player make better use of them not make even a bad player unable to use them poorly. |
can someone explain to me about this smg splash damage? never heard of it and I am curious
Some automatic weapons when they roll a miss get to roll a hit on another model. Not sure which ones or how effective it is though. It's probably not consistent across all weapons because relic... |
Not a fan of a team mate walking through a Katy barrage that destroyed your whole line?
Best part about friendly fire (or lack of) is that it doesn't apply to bases. A team mate can go ham attacking ground on your base and destroy it and there is nothing you can do to stop them. |
No other HMG dies so fast under frontal attack as MG-34 even if you starting to pack it immediately (maxim's deathloop says hi though). Anyway, if you're correct, then that's just my feeling based on RNG and entities spacing.
Should just be RNG. All models have the same health and target size, all non Soviet mgs have the same squad size. Only other variable would be if the squad is suppressed as that has a negative impact on the suppressed squads dps. But also the MG34 doesn't facts cheap squads with long range grenades so there's less chance of receiving a game changing smack. |
Why don't u just play Ost and get 3-4 grens without an mg and face off against a few riflemen. You'll quickly understand how cost inefficient grens are against riflemen. Without a mg supporting, riflemen are free to charge grens and take advantage of dps twice that of grens at point blank while costing only 17% more.
And cons beat grens up close too, the trick is getting there. Rifles don't have moving camo where they can pop up in optimal range and catch the enemy before they can start putting shots into them. This is actually the exact reason close range squads all have some means of closing (sprint, smoke or camo) because taking fire closing is an RNG fest of who will Winn by the time you get to your optimal range. Drop a rifle model on approach and you are 4 on 4 where the grens, especially with that lmg will shred you. |
The MG34 is hardly underperforming. It stops infantry. That's its job. It doesn't do it as quickly as the mg42 but it does do it. A single MG34 will stop an enemy squad, can the same be said about the maxim the vickers? What more do you want from it? It's got the amazing vet 1 rounds to boot. |
Conscript spam was a viable strategy and the game was stale.
From a design point of view Soviet have more option available to them than other faction and the approach so far has been to change what the unit spammed.
The was a time a of conscript spam, of maxim spam, of penal spam and even of Shock/Guard spam.
The approach should change and create room for more the one unit to be used.
That's why I think cons should act as super lite officers via oorah. If oorah makes the maxim function as a machine gun suddenly you have cons and maxims instead of just a wall of maxims. If they are supposed to be the prime support infantry let them support! If it's tied to munitions it's better to balance but also can have strong units like penals dialed back and cheapened with that in mind. Cons could and should be in every engagement, providing bodies and a few inaccurate rifle volleys but also inspiration. |
This is going to sound strange but hear me out:
What if loiters provided a unit up in the unit card. They fly around like they do now, they have health like any other unit but the player needs to direct their attack in order to have them attack. They have a set range as defined by the loiter zone and since its a manual targeting (like strafes just more on demand while the plane is up) they can't track out of the zone.
Kinda like an airborne emplacement at the heart of it
Is that even possible? |
Yea it's not JUST capping, it's fast capping and no risk to gifting your enemy a free vehicle. The Los is nice as it can be used offensively or defensively. Only issue with it is as pointed out (by me as well) the commander is wicked muni heavy. I wouldn't want to lose an ability that raises skill cap for a boring "yay more resources now I can do the same thing as any other commander but sooner!" type ability.
Trading the I&R arty for something a bit smaller (like an off map mortar barrage) and unlocking more powerful ones with vet could be nifty and allow them to be used without 120mu stockpiled. |