I thought the ml20 had its damage reduced to 160 a ways back. But I agree the sexton sucks a ton. I think giving it smoke would be great too (only mortar pit atm) for flexibility. Also the range increase is nice. |
Make arty company upgrade arty flares to a Victor target ability so any sexton or mortar puts barrage the area would be a good start (maybe instead of the on map/off map ability) |
Vets 1-3 could easily be the same then 4 and 5 could be active abilities that raise the skill cap VS passive that just make things easier. Then captured weapons are only as good as any vet 3 but 4 and 5 give okw more options and a munitions sink if the player is good enough to utilize them. Maybe some abilities that have a strength and a weakness so it's important to understand the situation VS insta pop. |
The worst in 4s it playing against multiple fortifications OKW... It gets really campy and you know that you will also be facing heavy tanks from them as well. I would really like arty to lose some of its pop cap and have a munitions cost to the barrage. Every choice a player makes should impact elsewhere. In the case of that particular doctrine it would be less MG bunkers and volks STGs and mines. But this would extend to the Soviet as well (less mines, guards are less likely to be up armed, or less penal ptrs/satchels ect) and we all know how the wehr do with munitions... |
OKW have a starting unit with STGs THAT should be the go to for garrison clearing. Tone down their potency slightly in the open and give them a small modifier VS garrisons. It's a 4 man squad with a larger target size than Tommy's so it's hardly going to be unmanageable to focus fire them. Flame nades are a lazy approach that gives more than clear garrisons it can also deny cover and that's a pretty strong ability for volks (it's fine on cons because of all their drawbacks) |
I really should have put there "without making it op" at the end.
+ 2 1 shell on barrage
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I mean came to early and combined with airburst was bat shit broken enabling the brit to erase any team weapon that gave them trouble from MG to mortar to arty piece in a click for only 100mu because things firing from the Fow highlight themselves. |
We had the base 25s firing into the fow and it was awful... |
Look at the lefh18 if you want to see what okw vet has become. It's the exact same as the OST 3 levels of vet spread across 5 levels. |
OST has arguably the earliest and hardest hitting solution to garrisons and static infantry in the flame halftrack so I don't really buy that they need a 6 man assault squad to have a go. Also the only thing more grenade magnety than hit the dirt is tactical advance(?) that slows down retreats. It's strong but has clear cut drawbacks |