Tbh while I know it's too late in the game I wish damage was relative to the caliber of the gun for the sake of new players. One shouldn't have to dive into the stats to find out that the 88 deals the same damage as the 75 unless it's a kt then it deals as much damage as a 152, unless that 152 is lobbed from a howitzer, then it deals as much damage as a 76, which is exactly half the damage of a pak 43s 88.... Which is the same damage as the 76mm 17lb, which ends up being more than the 88 of the elefant who deals the same damage as the 128 of the Jagdtiger who deals almost double the damage of the 122 of the is-2 who deals the same damage as the 57mm at gun.. |
BAR is not fine since it is very good at all ranges and can fire on the move. It should probably be redesigned to be cheaper and used as an "assault rifle" increasing mid DPS mostly.
On the other hand VG ST44 is even worse because it closer to G43 than other ST44 allowing VG to fight at all ranges and reducing the benefits of "relative positioning". One has to first decide what will be the optimum range for VGs give them suitable weapons and then adjust allied weapon accordingly.
Agreed on both counts. Make relative positioning important again! |
Ostheer mortar is not a "no manpower only" counter garrison since it requires fuel, same goes for OKW grenades.
Where do you come up with these weird claims, do you actually want to make a point or you just arguing for arguing?
For all intents and purposes the 80mp and 10fu t1 is free. It's basically there to eat up time and be cheap as all hell to back tech to and can be bought from the word go. It's mp cost isn't even prohibitive. Consider that even the Soviet t1 costs double the MP but the same fuel. It's the manpower that's the bigger investment due to reduced map control than a momentary delay in fuel. |
Raketten cheese camo is the only thing that makes it even remotely decent as an ATG. They are quite frankly horrendous to use because they have to get close and personal but have the survivability of snow in the hot sun, and then I didn't even mention yet how they like to hit every single piece of ground or object that's in the way.
I also find it odd how you deduct from the GCS2 stats that OKW is overpowered when those stats clearly show UKF<USF<OKW=OST=SOV (although slightly in favor of Soviets). So with 3 factions being fairly well balanced I would find it more logical to buff/fix UKF and USF with OKW=OST=SOV as a base, rather than having a go at nerfing OKW for no reason.
To fix the Rak cheese all they need to do is buff its accuracy and a bit extra when attacking out of stealth and make it immobile. The thing is pretty decent when it hits but the ground receives more shots than anything. Creeping death is simply cheesy and if it's there to make up for its poor performance it seems like buffing its performance is the best for both parties. Making it immobile when camo but effective promoted planning and ambush, clearly its not to be like other AT guns so let's just make it effective at its intended role already.
And give it back its +5 range at vet. This thing dies to a sneeze at least reward keeping it alive by only being slightly shorter range than other AT guns... |
I'll take fast throw + fuse over the slow throw + instant impact any day.
The fast throw means you are more likely to get it off before suppression (forcing the mg away), can chuck + escape if you are using it as a yolo strat, and also means you free up your attention elsewhere.
I understand that instant impact means more burn time if it actually lands, I just find for the purposes of the flame nade/molotov, one performs its utility better.
Yuup. The quick throw plus long range means less down time too, you can pop the nade then scurry to cover and start shooting. The molitovs short range compounds with its long throw and translates into received damage that volks generally don't need to expose themselves to.for something the Soviet have to specifically get the volks sure do a better job of it.. |
I disagree that the AA is OP given its the only AA option the Soviet have. Is-2 and isu both have pintle but they are kinda expensive to count... Other factions have pintle to increase the odds or even multiple units that they can pick. M5 is also one of the least durable. It's got a job and it does it. But it has glaring weaknesses too |
Drop 25 fu on denying cover knowing full well volks can do it better for no tech cost just adds insult to injury. |
The difference is minimal, especially because volks have a different starting durability.
Grenadiers starts scaling far better with their much better veterancy.
It matters to the discussion, since some people are saying that unupgraded volks win over cons
If dps is comparable I think that's a massive problem given the greater durability.
Also Kar volks only matters for a few minutes before the first truck is placed, should that be med truck (which is plenty viable since the flak trak buff) that is rapid. Then you have fully kitted out volks. There will be not heavily vetted cons at this time. And up until that point the cons will have been being bullied by volks and sturms. Cons are not a unit that is viable against okw. |
My dps question was actually about the stats I replied under. Grens and volks, the one where volks have slightly less accuracy and less damage but have an extra model... That one...
And again, upgraded volks don't matter. If you are seeing vet 2/3 cons and don't have an army of stg volks you are asking to lose. If you see ANY cons and don't have STGs you are not playing you are trolling. Cons only have that vet because without it they have nothing at all, and even then, if they have to replace a cons squad they are way on the back foot where replacing a volks squad can be brought mostly up to snuff with a simple munitions expenditure.
You can hardly talk about unuograded volks vs vetted cons as if that is realistically even a scenario when STGs come long before vet 3 cons do.. |
How does the slightly less accuracy and damage translate to DPS considering the extra model? |