Churchill needs to be limited to 2 on the field or nerfed. It is too good as recently shown in 1v1 USA patch tourney.
One match in which the Ostheer player did not produce the adequate counters (no snares or Tellers to slow them down, nothing to spot for the StuGs to use their range advantage, not getting at least one Panther to tank the damage for the StuGs, not using Pak 40s for their stun rounds) doesn't really prove anything.
That said, it will very likely receive a very minor price increase and one additional popcap (up to 19) for the final patch to better match its "performance" (mostly having 1400 hitpoints and decent armor). I personally think Churchills are only a problem when 2-3 of them are deployed simultaneously.
Instead of Churchills being used tactically as a damage sponge for other units, at the moment they are mostly just being spammed en masse to overwelm the enemy with their sheer number of hitpoints alone, so hopefully the higher popcap will make it very hard to build 3 of them and still have anything of an army left around them. Without support, they should be easier to counter.
I know gunshields generally doesn't give green cover to crew, but aren't they able to "block" tank shells, saving the crew from OHK's?
Gunshields do protect against explosives (grenades) under certain circumstances (by applying the -50% damage reduction from green cover), which seemingly mostly has to do with the angle the grenade is fired/thrown from. Presumably this also applies to tank shell AOE (but I haven't tested it).
On top of that another issue with the lack of a gunshield is (I think) that the entire Raketen crew usually bunches up when the gun is around environmental cover (due to squad AI trying to move all the models into cover I guess) while regular ATG crews ignore environmental cover because they technically have their own (green) cover, and their 3rd and 4th spare models usually keep much better spacing. Raketens seem to be much more prone to one shot wipes (3-4 crew getting killed in one shot) than regular AT guns because of this.
Do entities move from upper floor to lower floors once the lower floors are cleared?
No. The models on the lower floors burn to death, while the remaining models seem to stay on the upper floors and remain completely unharmed by the DOT (as long as the garrison is tall enough).
Flame grenade deals noticeable less damage than it should:
Solid change add some faster ROF also or AOE bonus also?
Counter Barrage already has faster ROF (4.25s reload vs 5.5s reload of the normal barrage) so it should easily out-DPS enemy mortars, even the Soviet 6 men crew one. I've only done a few tests but it seemed to be a well functioning ability now.
Main damage vs vehicles comes from 2cm so it seem a bit unnecessary...
Mostly just a standardization with the 221/223. However it does help quite a bit against Shocktroopers (with a lot better chance to pen their armor) so it will help Ostheer fight them as they do seem to struggle a bit against them.
Sd.Kfz. 251 Halftrack
Other:
Increase firing angle of flame projectors so that both can fire forward at the same time
They can already both fire forward at the same time, but only when the vehicle is perfectly facing the enemy (which it does automatically after issuing a direct attack order). Do you mean it should get even wider firing angles (not sure if the animations/model would support this) so it can do it more easily?
Suggestions:
Increase number of weapons to 4 recalcluate DPS if needed. There is little reason for 2 difrent types of weapons that affects drop off DPS when model drop.
Elite G43s are a bit of a mess. We didn't want to give the squads 4 of them because of their incredibly high moving accuracy (they'd likely become monsters at chasing and wiping, especially Stormtroopers who can hide behind enemy lines) but removing the high moving DPS would both create yet another type of G43 rifle (we'd have 1 sniper G43, 1 medium G43 that's great on the move and 1 elite G43 that would not be great on the move, all looking the same, making things more confusing for the average player) and make them less unique/iconic weapons.
You are right, you clearly said it is ok after modder made adjustements, my apologies. So when do you add it to the patch?
I actually advocated to put the new USF base into the game, after intended changes to the give the Ambulance improved durability only in the main base sector proved impossible. Relic had already looked into it (together with the modder I think) however, and they deemed it too complicated to implement into the actual game.
Cant add proper base for USF according to balance team. Sander93 explained in other thread that normal base layout for USF would be too unbalanced. You could hide your ambulance and prevent it from being easily one shot after all.
Please don't spread misinformation. I never said it would never be balanced, I gave feedback on how I thought that with the layout and retreat points at that time it would be unbalanced compared to other factions, and the modder looked into fixing that based on that feedback. I never said anything about being able to hide your ambulance:
Where do units retreat to? The truck in the middle? That would make it pretty unfair compared to other bases because retreating infantry would be much more protected against dives by all the tents and weapon racks around it.
Same thing as I said above. What I mean is that with this base layout, if units retreat to the truck in the middle, they are protected by structures automatically without player input. No other base in the game has this.
It's just a balance concern from me. If their retreat stopped at the outskirts of this base, like with all other bases in the game currently, then it'd be fine.
I must admit that I focussed on pathing and visuals, but completely forgot about the retreat point. Would it be fair to set a retreat point on the Company Command Post?
Ahaha yes, he also say the ambulance one shot mechanism is impossible to solve, game engine forbid the ambulance to have more HP or faster acceleration.
Please don't spread misinformation. I said that it was looked into giving the Ambulance more HP only in the main base sector and that it was found to be impossible, and that we decided not to give the Ambulance more basic durability (like more health or acceleration) out of balance concerns for team games:
Giving the ambulance additional health or durability in base was looked into but didn't seem possible. Giving the ambulance increased durability itself is a hard no because a forward ambulance rush is really strong in team games and it needs to be vulnerable to balance that. It sucks that it's so easy to dive in the main base, but there doesn't seem to be a way to prevent that. At least an evacuated medics squad will now be significantly more useful, but you seem to have ignored that change.
And this pretty much just kills of fussilers, you can't afford 280 mp unit with /90/ fucking NINETY muni cost for a good weapon, why is nobody taking this into account????? Espescially with how thye lose every single engagement early execpt for super long range fights.
Calm down, the preview mod is there to test things like this to see the changes in action, and adjust where needed, preferably based on actual feedback from test games. Hopefully the 1v1 tournament will give us some additional valuable insight.
The patchnotes already said:
OKW Starting Resources
We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game.
- Manpower further reduced from 320 to 300.
Are sure that turning the affect all in hold will not make DOT damage entities on higher floors?
Imo it is the DOT that should force units to leave garrison.
Damage in hold is already true for ISG Incendiary (according to coh2db.com/stats). Same for Volks flame nades. Neither will damage enemy models that are high up in buildings.
In addition from design point of view it badly design since it make T1 redundant and making LeIG incendiary barrage even less attractive.
A commander doesn't need 5 strong abilities that all need to be used simultaneously. Offering a high amount of versatility is just as valuable. The Opel Blitz was specifically redesigned to offer an alternative to medics so the commander will offer versatility so people can use it for a variety of different build orders and strategies.
2) Move anti-garrison AOE damage from initial blast to DOT set to hit all in hold if there is a need to. The changes aim to allow reaction time but be more punishing if player does not react.
DOT spreads on ground level and does not affect units that are on the top floors of higher garrisons. The AOE was changed specifically to help deal damage to units in large/high garrisons regardless, as that is one of the primary uses of the incendiary barrage.
Suggestions:
1) Make unit a call in so it available even T4 is destroyed. Change tech requirement to 2 trucks so increase building diversity.
The Hetzer is too powerful to put behind a potential 15/25+15/45 gate. It easily 1v1s anti-tank guns and AT infantry and can't be pushed off without armor. The current 80 fuel for the first phase of the SPHQ is already pushing its shock timing to the limit.
One of the issues with Super heavy tank is that they can instantly be replaced when lost in large MODs imo. Imo that can be fixed with the a cool-down that start after the unit is lost.
We wanted to change that, but it seems to be impossible to let cooldowns start upon a unit's destruction.