KV-2's AT is based on its HUGE deflection damage. its like 120 or 160, not sure.
Easiest and safest change is increase RoF. More per shot damage means infantry splattering without complex AoE jiggering. We don't want that again. More armor has already been nerfed.
Or, make IS-2's frag shell ability not require a full reload and effect enemy tanks, via blind crit. More micro more value more skill more goodness.
more shots per minute also means more infantry splattering. id sooner, if its damage out[put is to be changes, that it be in line with the spirit of the unit its representing. AOE rework isnt that bad assuming its current profile is satisfactory. just alter the variables so that the actual damage in the radius is unchanged (if you double the damage, just half the multipliers as a simple example)
reduced ROF could be coupled with deflection damage (which imo all heavies should have regardless) to ensure consistency
frankly if feels weird that the vaunted gun (even in the unit descriptions in game) takes a longer time to kill soft targets and as many shots compared to the base line AT...
its kinda like how if you want to destroy a structure, you dont use the 120mm mortar, you use the 82mm one...
imo this is someting that should be consistent across all factions at a base level. damage shouldn't be variable, and IMO bounces shouldn't be a thing. heavy tanks already have large health pools and thick armour to keep those health pools topped up, i think if you fall below the threshold and get snared, there should be no RNG as to the effect. RNG in mines has ben done away with, it should be done away with in snares as well.
all snares working the same, except say range and timing (and animations for obvious reasons) simply makes sense. we really need to move a3way from this million different versions of the same thing crap we have going on and streamline. this makes it less likely for things, like some AT nades bouncing and not killing 0hp tanks from going under the radar.
You can also make the PaK-40 stunning projectile according to your answer. Or for example DP-27 ability. He can only blind a tank with a critical hit when Venara is in Mercury. Not. The ability should work in a completely simple, straightforward and intuitive manner. No ifs or buts, no moon phases or stars. Just work.
yes, you COULD make the pak40 ability work in accordance with this suggestion. not entirely sure what your point is in this regard. there is no astrology involved, nor speculation. its as straightforward as can be- its effects are stronger the weaker the targeted enemy is.
its a matter of risk and reward and reliability. the ability serves a purpose but can easily (as we have seen) be too strong or too weak. tailoring the effect to the target isnt random and tanks taking damage is very much part of the game. having a greater effect on a weakened enemy is extremely straight forward, whats more there are already abilities in game that have health thresholds:
snare require a tanks health to be below 75%.
JLI/ pathfinder model snipes require a model below 70% and 40% respectively
penal to the last man scales with models lost (not quite the same as health, but instead entities, however the spirit is there)
having ram scale based on missing health improves player input on both ends, creating a more dynamic system for both players while keeping the spirit of the ability alive. best of all, it wouldn't be a dice roll. you would know what you are getting, and so would the enemy.
a player will unlikely throw away a t34 to ram a fresh enemy tank unless it serves some strategic advantage (buying time for an escape for example) as it would be better served after the enemy tank has taken damage
im not certain why this is hard for you to grasp, be it lack of will or understanding. its not complex, certainly less so than abilities in game like puma aimed shot that has different effects depending on target, or blitz having the same name but doing different things depending on the unit that its on, or the 17 other versions of "speed up" abilities across the factions with different costs, effects and durations with no way to inform the player. hell, this would honestly be one of the most straightforward things in the game as its simply cause and effect...
im certainly not under the impression that this is the absolute solution, but id preffer some real reason to not discuss it than "the stars"
"IS-2
....
Damage from 240 to 160
Reload from 9 to 6.2-6.6"
I guess people did not like it.
it also had horrendous pen and would lose to a tiger ass armour at point blank with the tiger having to rotate its turret from front before getting a shot off (precheat mode a friend and i tested this)
the problem with the old is-2 was reliability and they tried to fix that with more dice rolls instead of more reliability. thats why the damage and rof change, not because people didnt like it.
That said. Royal Artillery vision flares need to be replaced with something. The commander is too much of a no brainer.
Every time I play against a UKF they invariably pick Royal Artillery, it's just such a misery having the entire frontline under near constant flares.
Spec Ops flares ofc need to go too.
Royal arty flares could probably follow suit with the spec ops flares where they increase LOS of units nearby. Seems like a pretty solid direction for flares tbh. Force multiplier without being outright incredible
Nice idea, we just don't have that kind of technology yet .Joking aside that is really a nice idea would just remove the heavy engine one, which for a heavy tank migth as well be dead for the speed it moves, and also use the same formula for the t34 itself, say if it rams and still mantains above 75% hp the t34 gets only a stun while a low health one just gets killed for the rodina.
Aye, I was trying to think of an alternative for HED but I really wanted each tier to have something. Although HED wouldn't be awful at 25% since it would effectively be tossing a tank at an already "dead" tank to ensure no RNG shenanigans (I had a JT escape with a sliver of health because of bounces even after being rammed and maybe I'm salty)
The ability should work simply without any conditions. Either the ability works, or throw it away. There is no need to invent complications where they are unnecessary.
Working dynamically is still working. It would ensure risk and reliability instead of simply RNG and/ frustration due to unpredictable or underwhelming (over overwhelming for that matter) results. It's effectily a compromise between the way it was and the way it is now allowing it to be used to good effect at the right time without outright invalidating anything too slow to get out of dodge
Great theory but once again false. I am pretty sure that a unit with 51 pop can not be spammed even without a unit limit so categorically NO, your theory is simply false.
.
A 51 pop IS effectively a hard cap in standard game modes (a hard cap combined with a fuck you and your army to be accurate) the only pojnt that it would not be would be a custom high pop game.
Oh, they get Ober squads for free, then? I thought they took an investment of Manpower and Munitions, and in fact fuel as well, but I suppose i could be wrong.
the thing is that they are there and intended to take the torch. if obers did not exist volks would absolutley need tuned up *they already do, but more so and for different reasons)
We're not talking about Lategame, we're talking about early-mid, as Gachi has stated in his post. Cons scale late, which is fine, and this is what Mobilise provides, but we're talking instead about early-midgame, which is surprisingly not when Obers hit the field. no, obers are not on the field. but sturms are, and potentially FULLY kitted volks. volks peak sooner and fall off later. other units were always supposed to outperform them. volks were to be chaff while the 2 stock elite infantry units okw has do the heavy lifting in conjunction with their multitude of armour
When does OSTheer get Obersoldaten, anyway? they dont, though they do have pretty early pgrens *see above about timing and how that imnpactys performanmce) as well as the single best method to control enemy infanty in the game availible as their very 2nd unit without so much as a tech cost associated. they dont have stock obers, they have alternatives though
Tired argument. Allied upgrades (Bolster, Grenades, Weapon racks etc) are not "unit costs", they're tech costs, as has been mentioned by multiple people in past threads. They're there to delay teching (or not, if you decide to skip some or all of them, providing flexibility to allied build orders)
thisn onmmly holds water if they are actually optional. grenades i would call such, weapon upgrades... no. the game has evolved so that weapon upgrades are integral to unit performance. the jump in DPS, the concentrated DPS, which also reduces the impact of losing models, increased vet gain through the aforementioned DPS output and most importantly, the way almost every single weapon upgrade improves the units ability to attack on the move so as to reduce the need for positioning. it has become so integral that the few units that did not have them have received some sort of alternative (cons and penals), those without dramatically fall off - hell, obers got buffed by being delayed, because their weapon upgrade comes sooner now. thats how core weapon upgrades have become. allied factions have the flexibility of timing, but not neglecting weapon upgrades- not if they plan on being competitive
Muni costs can't be compared directly between factions on a 1-1 basis. 60 munitions to USF is not worth the same as 60 munitions to SOV, nor to OKW.
why are they not? some factions may lean harder on muni than others, but the impact is no different than fuel. one does not expect a t34 to outslug an okw p4 anymore than one would expect a 45mu+240mp con to out fight a 260mp+60 mu volk (in the case of svt cons vs volks, the higher costed unit should be outperforming, this is why svt cons needed changes) slightly more cost efficient in this or that is one thing, but saying they are completely incomparable is another and leaves no possibility for balance
So you're telling me that Penals don't provide increased firepower when compared to Conscripts, particularly in the early game? What DO they do, then?
they offer an alternative. penals scale towards offense and brute force while cons scale towards outlasting their enemy they are different philosophies if you will (which i find to be a good balance in keeping both units viable). cons are less strong early on, penals are less strong later once vet takes hold. penals fight aggressively early on and cons take a support role, late game the roles switch. both units have a place, but penals are not elite infantry to cons any more than panzer fusiliers are to volks. they are just different philosophies.
compare penals to actual elite infantry and you will be left wanting. not to say that penals are not gooed, but they are front loaded heavily (although the ptrs upgrade is quite good now) and not in scaling.