The most stupid thing about s-mines is that you get a full minefield regardless of how many you plant
the number of mines in each of the 4 boxes just increases per planted mine
You might want to start playing Axis before commenting on stuff. That is not how planting S-mines works.
On S-mines themselves, balance wise they are fine since the suppression nerf. The long defusing time does suck though, but I don't think that could be fixed. |
The problem with current implementation of HVAP M93 Shells or HEAT shell is that they are better shell regardless of target and not against specific targets
On the majority of OKW units, HEAT shells are only useful against specific targets.
The Jackson's HVAP shells are only useful against 640+ hp targets, and even against 800 hp targets like the Brummbar they generally won't be worth it over the regular shells due to the increased reload time. Jackson HVAP is a perfect example of an ability done right, using the damage vs ROF system, where it has pros and cons that the player needs to weigh before using as it will only be advantageous in specific situations.
The system of lower ROF was tested in COH2 and was partially removed for units like the M36.
Low ROF high damage units that are better against heavies than mediums is a concept that's fine in itself. The Firefly is a perfect example. The M36 was changed because the faction needed an AT generalist, not because the mechanic itself didn't work. |
Turning counts as moving, that is why they miss so often after turning to face a target because the gun (using gun traverse) already acquires the target and fires before the hull comes to a stop. It's less noticeable on the SU-85 because it has low scatter. JP4 is horrible though because it has high scatter.
Miragefla tried a bunch of fixes but nothing was really satisfying. The SU-76 got 0.75 moving accuracy to partially remedy this, but that would've been too much of a buff to the others. |
Great unit, only thing holding it back is the horrible moving accuracy + scatter which causes it to miss a lot directly after turning. It's just really undervalued because people are used to spamming Panthers.
I wouldn't say it's OP, imo it's only a bit problematic on laney maps in combination with a Tiger I or II or other (super)heavies because it counters the Allied TDs so well. And HEAT shells make it borderline OP, but at least that commander is munitions heavy enough that you generally can't spam that ability all the time. |
Do you remember why Shock troops kept their armor? What benefit does it have over just starting with small target size.
RA can be partially or even completely negated by high accuracy weapons, high accuracy veterancy bonuses or high accuracy at close range.
Armor protects against all small arms weapons (except a few that have higher than the standard 1 penetration, like the LMG 42) at all ranges equally. It also stacks durability when in cover, and it gives a squad protection even in neutral or negative cover.
It has a unique gameplay characteristic and it fits their model. For all other squads it would've provided unnecessary unintuitive protection, i.e. squads not really taking more damage up close than at range or not really being punished for being out of cover. |
The 0-10 range is there so that an SMG squad, that is obligated to close in in order to deal any significant damage, only has to cross 25 range worth of small arms fire before being able to deal maximum DPS. Unlike other small arms squads, even assault rifle ones , who basically have to cross 35 range to get at 0 range in order to deal maximum damage (with the exception of inverted profile LMGs of course). For example even PGren STG 44 loses like 30% DPS between 0-5 and 10 range. But these weapons can also deal damage at medium or long range, they are not obligated to close in, they just deal the most damage there.
That is the advantage that the SMG profile gives. SMGs need this advantage because they trade all ranged DPS for short range DPS, unlike other small arms. It gives them the edge in CQC fights if you know how to use them properly. |
From a game logic this should mean that your advantage should grow the closer you get to your opponent.
The game's logic is the other way around actually. SMG weapons have the biggest advantage at range 0, and they get the 0-10 range base DPS as a weapons profile bonus so that they do not have to close in all the way to enjoy that advantage. This logic makes sense, otherwise SMG profiles wouldn't have a natural advantage (besides raw DPS numbers) over standard small arms weapons that also have the highest DPS at range 0. This way staying at 1-9 range is advantageous for SMGs, while technically being at lower range would be more advantageous for the regular small arms weapon it faces. And it also means that they can stop a bit further away, for faster full accuracy and to create some wiggle room for manoeuvring (not having to cross red cover etc).
What's lacking is presentation obviously, because this isn't communicated to the player. And on top of that 10 range is also a danger zone, because it's really hard to judge the range ingame and it's the range at which cover bonuses start applying. |
Huh, it used to be there. Noted as a bug, thanks. |
Another issue are drop able weapons:
This weapon replace the normal weapon and thus give a different bonus to each squad. For some squad some weapon are even a downgrade (for instance PGs picking up bars).
This is pretty much a non-issue. As far as I know the BAR vs PGren STG 44 is the only instance where this even applies. And even then the BAR is still better beyond range 23, so it's an even trade at worst, and usually worth it anyway just to deny the weapon to the enemy.
The only inconsistency regarding weapon drops that could be improved upon is how it's quite arbitrary which weapon upgrades can be dropped and which ones can't. STG 44s (as a Volks or Gren weapon upgrade) and G 43s for example could be droppable too. |
The leIG already does that. Instead of a stun, it forces units to go prone messing with cover and firing cycles.
All high explosive and flame damage does / can do that. Though afaik the animations can only trigger on neutral ground and they won't displace units that are standing still in/behind (heavy) cover. |