I think if soviet reinforcement wasnt divided across 6 models but instead the standard 4 EVERYTHING would have been better. They would still have durability but bleed just the same as others.
Plus it would push con merge more |
Whats the DSHK cost? Isnt it like 300or 340 or something? In lend lease (good commander of course) and defensive tactics. Its AT is inferior to the 50 cal if i recall, its dps is great but i mean.... Its the most expensive mg in the game... |
I agree the range is nasty, personally i would rather its auto fire be reduced and its barrage allow for increased range, then at least the brit has to do SOMETHING aside from set up their automation |
Soviet sniper HAS to be more durable because it cant have great dps, unless we picked something else for it to wreak havok in (perhaps longer range when the spotter is alive?) But a pair of snipers is already a bitch for ost, faster firing would be far too much.. |
I think if brace reduced MP income for duration (think soviet crew repairs, but for manpower) it would be far more balanced. Problem is you can inflict hella bleed without taking a drop |
I would suggest possibly a completely untested clone of the ost mortar in t0 to add diversity to the okw line up, except since this is a wfa we need to get rid of counter battery and something mu ch stronger with much less micro required. |
Over on the official forums weve briefly discussed possibly tying heavies to tech (tiger could be t3+bp3, not necessarily a full t4 tech) so they can be more terrifying as a whole, for example the comet is currently a mini tiger, you can get multiple and its immune to team weapons (do to crazy ass WP shells) someone will ALWAYS argue "but full tech AMD sidegrade!" But, say full tech less t4 AND the current cost of a tiger, could have buffed mgs, something like 350 armour, or 50 range stock? This could help seque into more t4 simply because you are halfway there already, so if the match happens to drag...
As for the repair speed thing, im in agreement. Taking damage should be punished, trading poorly should lose you ground. |
how often do you lose models/ squads to a grenade/ mortar?
how often do you lose models/squads to a Molotov
there is your answer why
burst damage relying on RNG (goes both ways)
flame damage relies on your enemy sticking around and getting burned
the counterplay for a FHT is to move, for other lights it was retreating |
well, it SURE is good that team damage is reduced, that way when a shit head decides to attack ground my base with massed AT guns i can do nothing about it!
im sure glad that priorities are set.... |
Already busted buildings will detonate the rocket as well. |