Problem is both with design and the performance:
Offices like artillery officer, sturm officer, JLI command, commissar arrive later and are designed more for utility and less DPS.
There is little reason for the current implementation of assault officer.
Two of the ones you posted (Sturm Officer and Jaeger Command squad) are actually excellent and very cost effective combat squads. Heck even the Commissar is pretty strong. The Assault Officer will fit right in. Strength is its main purpose, the UKF doesn't need any more utility. |
In addition they did not even use the light gammon bomb.
...in addition the Obers did not even use either their Frangible. Or their bundled grenade. Or even both. Or even their suppressive fire ability.
My point is that these tests are very flawed in nature and are highly indicative at best but never give a realistic picture. We might adjust the Officer to be a tiny bit better at vet 0 and a bit worse at vet 3 (already discussed plans for that earlier), but currently the vet 3 Officer is not "incredibly OP and can charge into Obers and win 10/10 times". That's a gross exaggeration based on a mere 3 very RNG dependant tests. Doing tests with a bigger (but still very small) sample size gives very different results. |
And the UKF Officer seems incredibly OP it can charge in against vet 5 Obers from max-range and win. Wtf is this? On top of that the incredibly strong recon plane it's too much.
Out of 16 tests (with Obers being in various degrees of cover) the Officer lost 11 times.
Obers in the open (which is the only thing that Tightrope tested) can lose even to semi-elite units like Cavalry Riflemen charging in. That doesn't say much. |
And they can also cap.
The idea of a healing squad is probable problematic just use base medic and adjust they speed as seen fit.
The gameplay advantages (for what we are trying to achieve) of the squad requiring extra micro and costing popcap are definitely worth the disadvantage of the squad being able to cap a point on rare occasions. |
Tightrope demo the healing on our behalf.
So it needs a little micro tax BUT the manual healing is FAST
The auto aoe heal while slow, seems to stack with manual healing for ultra fast 'free' healing!
21m mark
https://www.youtube.com/watch?v=bHCZntDLfOA
Yes, I know they currently heal too fast. That's because they haven't been tuned at all yet. |
The gun shield is bugged beyond repair on all ATG. Its a non factor.
Even though gun shields don't work like they should, they do give green cover -50% damage reduction against explosives like grenades under certain circumstances (see below). Gun shield green cover on normal ATGs also means that their crew ignores terrain cover and that the extra models usually keep good spacing, while the Raketen's crew will usually bunch up on terrain cover and becomes more vulnerable to AOE weapons. It is a factor.
Cheese news: the fact that you couldn't kill the AT gun is because you are aiming at either the middle or one of the models in specific. And the Rifle nade having a smaller lethal radius.
Even when the cover shield appear, i could 100% kill AT guns with Rifle grenades, by aiming at the model who fires (not the loader).
ATGs do give green cover damage reduction against AOE weapons under certain circumstances. I think it has to do with the direction the grenade is fired from, as normally that influences whether or not damage reduction is applied or not (as green cover damage reduction is directional), combined with the wonky circumstances under which a gun shield seems to give cover or not.
#1 aiming directly for gunner model

#2 firing from the gun's left side results in a lethal hit

#3 firing from the gun's right side results in a non lethal hit

So in any case, my claim was that
gunshields […] do generally provide the -50% green cover damage reduction against explosions.
and that is proven true (though perhaps generally is a bit of an overstatement, as I haven't tested every single angle, but they at least sometimes provide green cover bonuses) based on these tests (-78hp health damage to the squad while hitting at least two models must mean the grenade did -50% damage).
Furthermore, I said:
And the Raketen does neither of those things.
Which is proven by replicating the exact same tests with the Raketen, in which no matter the direction it was fired from, the grenade scored a lethal hit on both gunner models:



So back to my original point, regular anti-tank guns do seem to offer the crew at least some protection against various enemy weapons even though the results vary wildly, but the Raketen never seems to provide any protection under any circumstances. So personally, based on these test results, I think it's fair that the Raketen can have a 5th crewman - partly - to compensate for the lack of a gunshield.
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Doesn't being suppressed also reduce outgoing accuracy though? I'd rather stop the Rak in it's tracks AND make sure it's gonna miss than do more damage and let it get off another shot
As far as I know suppression does not give accuracy penalties, only cooldown/reload penalties.
So suppression would only affect the follow up shots. But then so would the gunners getting sniped by an HMG dealing full damage. With a good chance to decrew the gun entirely in seconds. An HMG suppressing the crew would make them more resistant to incoming damage which would make them even harder to force off or kill. |
and increase armor/HP when built in base.
As far as I know Schwerer has similar HP (armor doesn't matter) as other tech structures.
Putting it in base means it's safe from off-maps. |
Another change I’d like to see is a revamp of the vet 2 scatter bonus of heavy tanks, which was ok back before the AoE changes but OP now.
at least the scatter (not accuracy) bonuses from veterancy have to be removed completely
For the record, only the Tiger gets a scatter buff with veterancy.
The Pershing and the IS-2 only get accuracy.
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What irks me more than the 5 man is that it can't be suppressed. Anything that can retreat should be able to be suppressed, period
That was specifically (added and) removed a long time ago. Which was arguably a net nerf, because HMGs deal way more damage to targets they can't suppress. |