I'm ok with these units since they require some amount of micro from the player using them. That's why they're more fair/engaging than the Bofors or CoH1 88mm.
I would actually like to see them able to be moved slowly, maybe via truck/halftrack. That would give the player even more to control, and make hunting them down more interesting than hitting a delete button on them at your leisure.
The "dismantle for refund" ability is kind of the same idea, but lets you get rid of them once they've done their job, which is nice. That was probably the right way to handle the issue this late in the game's life.
RE: Micro -- I actually disagree. While I suppose you have to aim the gun in the right direction for the 17 pounder, the Pak43 has an, I assume unintended, feature that basically let's you auto-aim it (albeit as a reaction).
@shadowlink I think 40% is too low but I agree that 80% is too high; say 67% AKA 2/3rd?
Reason why I think it should be _somewhat_ high is because of how susceptible they are to fire DOTs that are lobbed when brace is midway through or on cooldown, and most factions have access to some kind of incendiary attack either doctrinaly or non-doctrinaly.
If you're willing to push aside the sarcasm in the many posts, there is real suggestions that are helpful.
Keep in mind that the churchill is extremely slow, so you don't need to _kill_ it per se so much as you need to knock it out of the fight.
Snare the churchill and focus down the jackson -- they are a bigger source of DPS and they're easier to kill. If you focus the churchill you are playing into it's hand. It's a tank in both the literal and metaphorical sense -- it's meant to soak up damage. Don't play into that, instead disable it and move on to the weaker units.
Also keep in mind that the jackson cannot really do much to infantry, so if possible have a shrek/at-gun around to support for the jackson specifically.
If you find the jacksons are TOO good at kiting you then... well that's partially a skill gap issue but it also means you are taking the bad engagement and being baited into fighting on your opponents' terms. Find a way to 1) close the gap (smoke; flank; etc.) or 2) force them to fight on your terms -- especially if the USF player breaks past the UKF player.
Remember they have to coordinate to get effective results and using that against them is also a tool.
In general, I think they're fine right now. There are differences between the two but they're both pretty usable, and both great for punishing YOLO charges.
One possible change would be to make them self-spotting at max range. It seems really strange to have a game engine that requires a spotter for a direct fire weapon. I'd also make their range equal to any of the direct fire weapons that shoot at them.
Both of them should be able to be decrewed by attacking them with infantry. They should be highly vulnerable to infantry, grenades, or HE rounds and not easily damaged by AP rounds.
They absolutely should not be self-spotting, that would give you an incredible map-hack ability that would put the old t-70 at vet-3 to shame.
I think they're fine to frustrating, particularly due to the "can shoot through obstacles" issue.
I'd rather see the pak43 be turned into an actual emplacement and no longer be able to shoot through obstacles, with a timed ability like the 17 pounder.
Hand-brake function for vehicles, all vehicles, would be pretty cool.
Does someone know the player "CPU - NonStandard"?
He always instantly leaves after typing "my team weak gg" in chat
- if he doesnt like your build order
- if you dont follow his commands ("we all rush to fuel, nobody goes to ammo or VP point!") or dont follow his ping spam
- if you dont go t1 as soviets
- if he loses a squad early
- if you dont control all 3 VPs 5 minutes into the match or
- if he gets rekt (which happens a lot )
LOL was gonna post a story about him. Had him 3 times and have experienced that in multiple incarnations.
If the automatic counterbarrage ability is buffed (which, IMO, it shouldn't be), please make sure it only applies to mortars and not LEFHs.
Don't know why anyone is in favor of buffing an automatic thing but oh well.
Sure, but it also working on Pios isn't why the Ost Vet upgrade doesn't have so many bonuses.
Isn't it? If the veteran squad leader upgrade was only available to grenadiers, I imagine it would actually be a lot stronger because it'd have to justify taking up a commander slot and being worth it.
Now, that isn't to say I disagree with your voicing a concern of it being too much, but if we're talking about commander abilities I think it's important to look at the whole benefit of the commander ability and not just a portion of it.
Speaking for myself, the point of "I told you so" posts is because quite often there are "why didn't you give feedback during testing phase?" posts.
Though my goal isn't to pat myself on the back, which is why I described the reason why I think some of the more useful feedback is ignored in the deluge of garbage and feces flinging. I imagine it's hard to keep track of whether random user #13241234 has an agenda or not either.
Now putting testing and feedback aside, regardless of whether it's Axis or Allies that get to rush a 15 minute heavy tank -- it shouldn't be lopsided.
Either all heavies are like that or none, because it creates a very frustrating and inconsistent dynamic when it's just _some_. It's more frustrating and triggers the bias/faction-fanboying when it happens to line up on one side of the aisle.
As I've said before, I get that we must go through a transition at _some_ point if we are going to get all heavies tied to Tech, but the transitional phase is very frustrating.
I just didn't want to go down that rabbit hole since it's a complete tangent -- I mean you do get the Commisar squad who has UKF style healing; urban defense's conversion + structure (though that has a fuel cost); and the new airborne has the medic crate drop from the forward post.
All of that is beside the point though since neither one is forced into teching that but as OKW the nades/fausts are auto-teched and so the only apt comparison for soviets' molotov + AT nade.
WAY too much utility/power on that Veteran Squad Leader:
-Weapon Slot (1/2)
+1 M1 Carbine
+5% RA Reduction
Seriously, by comparison, here's the OST Veteran Squad Leader:
+15% Reduced Weapon Cooldown
+10% RA Reduction
Honestly, just copy the OST version and replace the G43 with the carbine. Keep everything else the same (this would take both weapon slots). Right now it's just a 'turbo' button for rifles to give them even more of an early game advantage.
That ability is bundled with some other bonuses for Wehrmacht tho, like getting a 5th pioneer for 30 munitions. This would be only to Riflemen, unless you want to see 5 man rear echelon turn into 6 man rear echelon.