Dollar for dollar guards are better? More like you pay ~50% more and get a better squad. Dollar for dollar I TREMBLE to see what relic would make volks look like at 360mp seeing as they ALREADY have 5 men, a snare, a flame nade, can build sandbags, can melt down team weapons, get a weapon upgrade with no drawbacks and guaranteed heavy support and self heal with vet. Dollar for dollar isn't even accurate. Guards pay more for their weapon upgrade that after require them to be stationary for 4/6 weapons to even fire. Dollar for dollar they have a more expensive arguably less effective snare (that REQUIRES an upgrade to unlock, one that is 25% more expensive AND can be dropped unlike volks upgrade)
And boo fucking Hoi the su85 has more pen than the jp4 (which actually has MORE pen than a p4... And 50% more range) the OKW don't have a single non light vehicle in the GAME with less than 200 armour, they actually have 4 STOCK tanks with over 200 (230 iirc...) so the higher pen is actually necessary...
And boo hoo the mg34 isn't the best MG in the game. It's the cheapest and you CAN'T progress without being given access to it.
But going back to "dollar for dollar" I guess we could bring in cons. Closest thing to dollar for dollar we are going to get. For your dollar cons get +1 man and sprint. And they also have 35fu and ~200mp in side grades to unlock what volks have for free. So "dollar for dollar" cons should be better fighters given the additional investments (or dollars) required to make them comparable. Dollar for dollar volks are hands down the best infantry in the game because for every dollar THEY spend everyone else has to spend more to get a similar effect. More fuel. More manpower. more munitions. More time teching. More time not on the front getting what upgrades they need. More time waiting for support to clear the garrison. More time waiting for RE to build the green cover. More more more more.
Dollar for dollar means paying the same and getting more, when yuu have to compare a doctrinal, elite squad that's half again more expensive instead of ANY of the core units of remotely comparable price points I think you understand that "dollar for dollar" doesn't apply to the unit you are claiming is fine |
Isn't it only slightly more likely to wipe on a direct hit (because of aoe) but less likley to actually hit (scatter) and hit less frequently (ROF)?
Someone mind posting stats as to how it compares with the 82mm?
Tbh I'd like to see it get the big boomer treatment: return it to 120 damage but adjust the profile so it's no more Directly lethal than any other mortar YET widen the area it does damage.
Basicly it's hits a wider damage and is more effective vs structures but no more LETHAL against infantry than a normal mortar. It'll damage further but no more likely to wipe. |
Sorry here vipper but I'm with katitof on this one. A mobile "fuck you center" is not comparable to what a few previously underwhelming tanks nor a static strong point offer. At any rate, FHQ SHOULD not effect allies either. And kvs don't so....
Edit: I meant "not" not "to" |
Is-2 isn't too bad anymore, not really. At vet 1 it can cap territory so if you want to stick a 230fuel tank behind enemy lines without infantry support you can. But the biggest problem I think is that it's only in 2 doctrines that both already have doctrinal tanks... Slamming the mines and tank traps together and adding in an is-2 into defensive tactics might make it an interesting pick (mp thirst like you wouldn't believe but hey...) I mean tigers are in like 5 doctrines, the king tiger is in 8! Redoing it's vet might be enough tho who knows... |
Buff the units and make the aura an active ability, perhaps a vet 1 to make losing the unit a bit more of a loss. This would enable the p4 for example to hit the field a bit earlier. Maybe have all command units earn shares exp too just to make sure even if you do lose it you can regain its power. |
Is it possible to (and hear me out here) make the MG a garrison bonus? Like it's a bunker cool. You can upgrade it to either med or command but if you garrison it then it can shot? Requiring some sort of pop unit makes MG bunker spam a non issue as they are still tying up resources, but also makes Bunkers more tactically appealing. |
I think the last scatter nerf on the KT was too much and it could also have benifited from an armour bump to say 400 when allied TDs got their reworks. This thing should take combined arms and be a scary enemy... Not a vet pinata
Edit: the rear armour also fell dramatically since launch meaning flanking mediums is more an option, coupled with its low speed makes higher frontal armour more important. |
Simply lowering the cost or increasing Damage/Accuracy/RoF is a bit boring tho.
When it comes to making a unit more appealing I'd want to see more utility, rather than a simple buff to stats. Maybe a Hull down ability to increase AA and add suppression? Or a focus fire ability to instantly pin down a selected squad for 30 munition.
While cool, something like that is more work and harder to balance |
30 on sws trucks, 25 for med iirc(55), 15 for medics (70) then 120 for schwere (190) reaching this point enables use of: an MG, AT, cpver/garrison denial/ mg remover, a weapon unlock, elite infantry, area denial emplacement and toggle AA and a snare as well as access to armour.
But those usf free squads tho.... |
As said, the sherman smoke is the better designed. But in practice the panzer tac is far superior due to how little the player needs to put into it in order to force extra micro on the enemy. Bonus points for it countering button for cheaper that button.... |