Therefore i really think that good idea would be to make Infantry Section upgrades requiring weapon slot. It's should force player to either pick a 5 men 2xbren blob or a more supportive, and universal squad with higher sight, smoke or healing. I don't see any disadvantages here. What do you think?
I think - for now - it's better to let Infantry Sections retain their excellent scaling because the UKF do not have stock elite infantry to take up the mantle late game. The moving accuracy buff will barely affect Bren armed Sections.
We don't want to slap on too many changes at once because we won't know where we'll end up. With bigger changes like these we'll usually first have to lay out the new framework in the main patch and hopefully get most of it right, and then afterwards make further adjustments where needed.
If the new changes prove to be a significant improvement for UKF, we can always look at toning down Infantry Section scaling later. I don't think it's a big enough problem to warrant immediate change. |
That's a much simpler solution than requiring all structures.
But what about full OKW teams? Should they lose an even match because they're several CPs behind because they can't build caches and can't call in heavy tanks or abilities while the Allies can? This is a core mechanic, and meddling with core mechanics is never simple. There are always consequences. |
7. Medics in HQ.
Interesting idea although brits can already build a Forward HQ with upgradable medics which works the same as ostheer. I often see players like tightrope using it. With medics buildable i really think med pack for Tommies should take 1 weapon slot to prevent masive 2 bren, 5 men IS blob. You want deadly, a-moving blob, then get a healing in a diffrent form.
The Forward Assembly was considered, but takes very long to build, isn't meant to be used as a base structure (it's in the name) and I don't think it should be encouraged to build a massive silly looking structure in the HQ sector (the Ostheer bunker at least kind of fits in).
The medic squad has been introduced to give the UKF an easier time healing up their support weapons and squads. However, we are well aware of the possible consequences for Infantry Sections if they'd no longer require the healing upgrade and we want to avoid this. The idea is that the medics should ultimately be finetuned to serve only as a "doable" addition to occasionally heal up a Sapper or team weapon squad, but shouldn't heal fast enough to completely replace the IS healing upgrade. This is why it's a medic squad in the first place rather than automatrons, because the extra micro and popcap are part of the goal to make getting and using them (over IS healing) a proper choice rather than a no-brainer. |
Then you need to talk to the people writing patch notes:
Alternative does not necessarily mean replace. Alternative mainline only refers to their combat role and power level. Call them additional mainlines if you want to be so picky. It's said nowhere that they are meant to completely replace Volks. Quite the contrary, as "it should make for interesting compositions" in the last part of the description obviously doesn't refer to Panzerfusiliers completely replacing Volksgrenadiers. I should know, since I helped write those notes. |
Again it does because the hole point of the redesign was to become a "replacement" of VG and not a "supplement".
?? I'm pretty sure I know my own design. They were never meant to replace Volks, as we wanted specifically to avoid a Conscripts/Penals situation where one replaces the other entirely.
They were always intended to most commonly serve alongside Volks and not entirely replace them. It's literally right there in the end of the introduction of their changes in the patchnotes:
OKW - Grand Offensive
Panzerfusilliers
The way Panzerfusiliers are deployed has been changed…
[…]
This should make for interesting choices and compositions. |
1) Do you have stats about that? How many are built and how many VG are built?
?
No stats, but in 2v2s, 3v3s and occasionally 4v4s I always see them used at least every other game. Sometimes every game, depending on how many OKW players there are.
I don't see what the popularity of Penals has to do with Panzerfusiliers. And neither does it matter how many Panzerfusiliers are used compared to Volksgrenadiers, because it was exactly the point of their new design that they should supplement Volksgrenadiers rather than replace them, which is why they lack some crucial utility (anti garrison, salvage, sandbags, stock firepower) but bring unique utility themselves (early snare, recon, AT upgrade, scalability). |
Even if that is true being used in a certain mode does not mean that the is good int role as alternative mainline infatry
The fact that the new Panzerfusiliers are used extensively in 3/4 modes and less so in 1/4 modes seems to disprove your point. They are very popular in 3v3s and 4v4s too. |
Could be that the numbers are wrong. Even though these are the only ones that can ne found in cruzz database.
Those numbers are the weapon's maximum range, a stat that isn't used.
The ability cast range is a different value.
Cast ranges are:
- Pfussie AT grenade 18 (22,5 at vet 2);
- Volks Panzerfaust 15;
- Gren Panzerfaust 18;
- Riflemen AT grenade 15;
- Conscripts AT grenade 15;
- Sappers HEAT grenade 15.
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If the intended "fix" for the ST is overshooting, can we at least increase its range, then? The current range would be fine if it actually landed where you fire it at, but overshooting that much means losing 5-10 range, and making it even more obvious as to what you're going to do
It's not an intended fix, it's just a workaround that works reasonably well. Using this gives the enemy more time to react, but the rocket will almost always hit what it needs to hit. Additionally make sure to always send the Sturmtiger towards its target in a straight line to minimalize aim time. This is just advice on how to use the Sturmtiger more effectively.
We can't just add extra range because that'd mean more max range for shots on flat ground too, or more specifically it'd allow it to shoot from beyond regular sight range again, which was removed long ago because it made playing against it very annoying.
Not sure if this is the right thread for this, but in the few tests I did with the preview mod, I noticed a couple of things that weren't mentioned in the preview (not sure if these are intentional changes or not):
- Infantry Section reinforce cost is 29 per model (not sure if this is before or after the 5 man upgrade)
- Infantry Section costs are 280 manpower for a squad
- Croc/AVRE are still at 9 CP to call in
Also I noticed a bug where if Airlanding Officer models holding weapons are killed, the weapons are permanently lost.
Thanks for reporting these. The Infantry Section costs are unintended and should be fixed in a later iteration. The Airlanding Officer accidentally has unlimited weapon slots at the moment, which is also on the list to be fixed.
The Crocodile and AVRE (and Sturmtiger) are still 9CPs on purpose because they are not conventional heavy tanks and at the moment we don't think it's necessary to bump their CP requirements.
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Maybe not world pen, but is there anything that can be done about this?
https://imgur.com/TkoNiRF (guess you can't embed gifs?)
No, we've tried, but nothing can be done (properly) to the projectile or its collision. However, it's quite easy to work around this by aiming well beyond the target:
If the missile goes short (because of collision) it will likely hit the target. If it goes long, it will collide with the target (either infantry or vehicles) halfway, trigger detonation and hit the target for full effect. The only disadvantage is having to move the vehicle closer.
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