Sorry, but they are not equivalent when compare to stuka. Pack howitzer and mortar and M8 Scott are serving the same purpose at different stage only. All of them are needed to hold the line with sight for a long time to maximize their output. With such kind of nature and relatively short range, they are risky to use and can be easily countered by a push. It is just as simple as you won't think bazookas can replace a jackson because they both serve a different purpose, right?
Stuka can be just as easily countered by slightly moving. And it's not that lethal either, you need to score really direct shots to kill models. |
want to make engineer airborne? ok but you have to think about what role it would play if it appeared in the game
infiltrate for rear disturbance? how? placing mine or demo in camo? Is it really practical in the game?
I want you to find the right and creative answer
- used google translater
They could do many different things. You could turn them into infiltration sturmpioneers, make them start with Mosins and give them the option to upgrade flamers, ppsh or anything else. Give them reinforced barbed wire, mine similar to teller mines, basic soviet mine, cover removing demo, maybe small sandbags. And give them the sniper model for the lulz. |
Sorry, but the tools you mentioned is not always there as USF since they lock behind some commander. Therefore I just request to make it always there to let your statement become real.
Yup, I am struggling to deal with heavy simcity of OKW in team game when I have chosen a commander without priest or calliope. I really hope l2p can solve my problem but I find that only learn to choose infantry company everytime can solve my problem which makes me feel unfair when OKW players are not limited to a single/two commander to be playable.
The price reduction on ISG is quite significant a buff to counter emplacements.
5 out of 8 commanders have tools to deal with emplacements. + There are stock options like pack howitzer, mortar and M8 Scott. |
volks get non tech grenade that denies cover, snare that is not locked behind vet, cheaper weapon upgrade that does not need visit in base and gives substansial dps increase without needing proper positioning (lmg rewuire being still and bars are best when getting close up to the enemy) and much cheaper mp and reinforce cost, which reduces severity of taking losses. I am not saying that volks are op, but flamenades and cheap cost do already put rifles on backfoot.
BARs don't need proper positioning either, it gives almost twice the DPS of STG increase at all ranges, it's just that at close range it has the DPS close to that of an SMG. |
Doesn't OKW have emergency smokes that are faster to deploy than Sherman smokes?
It doesn't. |
You can try using panzer grenadiers at max range as they have similar DPS to grenadiers at long range and should be able to inflict enough casualties to still win if they get close enough. |
If you nerf B4 this way, you need more salvo when barrage to compensate it.
Where's the sturmtiger salvo then? |
axis new commander is literally "greedy"
UKF new commander is good
USF new commander is boring
USF has nothing new when other factions have something new
Maybe USF new commander need more redesign and put some new one
soviet new commander is....who made this? seriously?
3cp airborne ppsh guard? have u ever seen soviet players using assault guard?
yep, no one use this shit
if airborne guard can equip 2 dp-28, 4 ppsh will be a hindrance
The airborne guard is the wrong unit from the design.
I'm more worried than happy to see the new commanders.
Should have submitted an interesting commander for USF then. And soviet airborne guards will apparently have 3 DP's. |
Especially that OKW already has Command Panther, there is no need for another aura call-in unit. Although on the other hand it would be good that OKW Tiger would be diffrent that ostheer version. It doesn't have to be better or worse - just diffrent role on the field. For example OKW version should be more tanky, focused in breaking enemy defensive lines where command Tiger should be more supportive, focused on mainly long range fights.
Another fact is that I assume that TigerAce gonna be revamped into the Command Tiger tank (another overlap with ostheer faction). Of course unless it will be replaced by King Tiger.
It's a hard job for balanceteam - to make 2 diffrent Tigers I from currently existing.
I would suggest a list of abilities for new Tigers (seperate for each):
1. camouflage - tank is invisible while is stationary. First shot gives extra penetration, accuracy maybe damage.
2. critical repair - same as in EliteArmor
3. MG42 or TankCommander upgrade - again, same as in Elite Armor doctrine,
4. Smoke shells - can drop smoke shell like sherman tank or fire smoke round as UKF can,
5. AI round - can fire AntyInfantry shells in period of time. Larger AoE and it can suppress surrounding infantry (but make less damage),
6. KingTiger vet3 ability (sorry but forgot the name) - extra reload but cannot rotate the turret more than 90 degree,
7. Target Weakpoint - disable the turret of enemy vehicule,
8. Inspiration - temporary increase the stats of surrounding units - for example reload and speed or maybe reduces reciving accuracy. Aura of command tank becomes a free BUT time ability - sort of like commisar has it now,
Really like the camo idea as tigers were basically snipers, and the AI round too but I'd change it to one shot. Idk about the rest though, might end up being a bit op. |
Vet 1 changed to something useful, for example inspiring presence like KV-2. |