I think at the very least the cooldown bonusses should be removed for all artillery pieces. Howitzers should be used strategically to soften up static positions before an attack, as they were used IRL, not fire almost continuously all over the map. |
Well baseline is that OKW faces basically the same problem, as Volksgrenadiers are the only thing they can build early on which leaves little room for yet another infantry squad at 2CP. It's a bit more nuanced than the USF but in the end the core issues are similar. You build 3-4 Volks right off the bat, perhaps a Kubel, and the next thing around 2CP you're gonna want is ATG, HMG, light vehicle or save manpower for Obers. There's no room for a just-not-elite squad like JLI.
Moving JLI to 0CP with the deployment cooldown would really allow them to be integrated into the core army as a replacement to a Volks squad. If it turns out their current combat capabilities too good for 0CP, some of their performance at vet0 can be nerfed and moved to vet1-vet2 (like camo and the scoped Gewehr43 accuracy) so they will be at full capacity around the time of 2CP.
As an OKW player I would really appreciate it if there was actually a bit more variation in starting build orders because besides the occasional Kubel or second Sturmpioneer, it's just the same 3-4 Volksgrenadier strat every single match. The sight (50) that JLI give would also be extremely useful in OKW's early game to help avoid HMGs. |
Excuse me? They carry 3x (Gren) Kar98 and 1x Scoped Gewehr 43. I have literally never seen them used in the past 3-6 months and I worry the current changes aren't sufficient to really increase that number.
|
So Jeager Light Infantry haven't really been discussed beyond their initial changes, but the Pathfinders discussion brought up a good point about their timing.
JLI are a squad that supplements other squads rather than being able to fight on its own. The problem with using such a squad is that their timing (2CP) makes them awkward to use. By that time there's already a stack of mainline (Volks) infantry around with elite infantry (Obers) soon on the way. Manpower at that point is needed for the transition into midgame: for ATG, HMG, light vehicles and elite infantry.
I think this is the main reason they aren't used much in the live build.
I would therefor propose to put them at 0CP, and let them start on a cooldown of 1-2 minutes so they can be deployed as the third unit instead of a Volks squad. Having a long range unit early on would also help OKW as a softcounter to HMGs and snipers. It would supplement the faction really well I think and they might be used much more often this way.
If this were to be changed and proven succesful, it would be obvious to give Pathfinders the same treatment at a later stage. |
The worst thing about them, is that they are in the USf army. They have the potential to be devastating through BAR use but on the other hand, they kinda lack the room to be used.
Basically the same problem that the Jaeger Light Infantry (and to some extend Panzerfusiliers) has in OKW. By the time they arrive there's already a stack of mainline infantry with elite infantry on the way, and there is no room for a 'mainline+' squad.
So would moving them to 0CP work? I already suggested this for Panzerfusiliers a few times. |
everything written there for 1x1 only
They had 2 scopes for crits at long range but their other weapon is carbine for close range?
[…]
Bars falling from them like christmas presents for veted grens
Just sprouting ideas here, but would a (cheap) M1 Garand upgrade work as an alternative to BARs so you don't risk dropping a BAR every time the first two models are killed? Would the Garands (possibly some elite variant) have enough DPS to make the sniper crits work decently? |
I think Tobis is right and that the core of the T-70 balance problem is its ability to wipe units on retreat on top of being able to dislodge infantry across the map. The wiping is what makes the T-70 so dangerous.
Toning this down (and the flame 251's damage against retreats too while we're at it) would probably be enough to compensate for the change to the teller mine removing its OHK. |
A lot of team games are ruined by devolving into cancerous arty spam fests and both allies and axis are equally guilty of this.
I completely agree with your points. Furthermore I'd like to add the problem that several factions lack commanders with appropiate off-maps to deal with howitzers. OKW for example only has the flame doctrine's rocket artillery and doesn't have a single doctrine with both recon and off-map. |
Your post just made it seem like the ML-20 is straight up better than the LeFH because of better damage and AOE. While in reality this is mostly compensated by the LeFH firing more shells per barrage. |
Artillery on team games is cancer. I would vote for a limit of 1 or much shorter range on howitzers.
A simply case of the grass is greener on the other side of the fence.
ML-20 and LeFH have the same scatter values.
ML-20 does more damage and has slightly better AOE.
LeFH does fire 10 shells per barrage though as opposed to the ML-20's 8 shells (9 with vet1). |