That's why slot weapons (read Panzerschrecks) are being moved to front models of Panzergrenadiers in the new patch, in live it's carried by the rear models that always slack behind.
In practice that should make them feel like they have more range.
I absolutely appreciate that change. It was really necessary and feels great ingame. But the change shows, that I made a point here ;-) |
Why are Royal Engineers still not the starting unit?! I don't get it...all Factions start with their builder suqad, except British. Please, fix this finally!
All in all, solid and very good changes. The direction this goes seems perfect! |
What you test and what you complain for seems to be 2 different things. This is the bug report.
What you tested is friendly fire damage, which seems to be different for the PF nade, benefiting OKW. Outside of indicators, i think the AoE profile should be the same after the changes in one of the latest patches of this year.
Look here:
https://docs.google.com/spreadsheets/d/1H5z6szCfhmAAnDprmgwLzc-viZg4HPhKZshNLErvnck/edit#gid=1619743570
I also tested this with no friendly fire and came to same results. I just switched to FF because of models not dying that fast
And the reason why I posted this in the Bug Reporting thread is that the damage indicator seems to be broken for PF and Tommy nades. And this has also nothing to do with FF. |
Sorry, but that's exactly my point: Wehrmacht has 0 light tanks. They only have this scout car, which has do deal vs. LV AND LT.
And as I said, you have to look at this in reference to the new balance patch: Better AT squads for Svoiets and better Vickers for Brits. Both can easily counter 222. |
222 still is the strongest light vehicles in early game(3-5 minutes).
It need 3 shot from AT or 7-8 shot by T70 or 4x Ptrs salvo to take down.
Its survivalbilty and HP are already good enough.
222 do have a auto cannon that can chase and kill other early vehicles include m20.
Sorry but I doubt you have ever played with 222.
- 222 needs 2 AT gun shots to get destroyed. Only with Vet3 it gets some additional HP to survive 2nd gun shot
- fastest build is 4:40 minutes. (good fuel income, T1 skip)
- Autocannon has pretty low penetration of 35 (vs. AEC 63%, T70 50%, Stuart 44%) with very low damage of 20
It's by far not the strongest LV in early game. You can deal with it with every squad because all weapons can penetrate its armor. And the only LVs you can "chase and kill" are Soviet clown car, Universal Carrier, WC51, M20 and all Halftracks.
But you go high risk if you try to kill USF Flak HT or Soviet ZSU. Most of the times, you loose your 222.
In conclusion, learn your facts. |
Hey guys,
can you please fix grenades? I tested Rifleman grenade, Infantry Section grenade and Panzerfüsilier grenade: USF and UKF are absolutely the same, but british costs only 25 ammo and shows too small damage indicator.
Panzerfüsilier grenade is worse than both, but costs same as USF nade. And on top of it, the damage indicator is too big.
I tested with friendly fire and with no cover, just open field:
- direct hit on model: USF & UKF nade dealt 60 damage, Füsilier nade dealt 20 damage
- model touches the circle of the damage indicator: USF & UKF nade dealt 40 damage, Füsilier nade dealt 0 damage.
In conclusion:
1. The damage is different between allied and axis nades
2. The damage indicator cirlce of Füsiliers is bigger than the real AOE
3. The damage indicator cirlce of Mills Bomb is smaller than the real AOE
Bring standard grenades in line: All 30 ammo, same AOE, same indicator circle. |
According to new patch preview:
I highly recommend to increase 222's armor or, at least, give it an armor upgrade same as M20 utility car has.
Reason:
With the new Vickers Vet 1 ability, almost every MG is now capable of dealing with light vehicles. On top of that, Soviets are getting better infantry AT with new Penals with PTRS. For Wehrmacht, the only faction having no light tanks, this is a huge disadvantage in game.
There is absolutely no need for allies any more to get an AT gun in midgame or any other AT wepaons, cause there are enough soft counters on field. Even right now without those changes Armored Cars are having problems to fight Bren/Bar blobs, cause of their high damage.
And please remember, 222s are no T70s or Luchs...they are less potent which means, a better armor won't OP them! Please keep this in mind.
And don't misread my post: Vicekers and Penal PTRS buffs are absolutely fine! I appreciate them. But I fear Wehr will get big troubles until P4 or Ostwind arrive, which mabye come too late... |
Good point! Miragefla once mentioned the idea to make Panther like Firefly.
I would definitely appreciate that change, cause at this time, there is no real use for Panther. |
I find it really strange that Pgrens don't get a nerf besides grenade cooldown at vet 3. Everyone can see that they overperform. Their overpowered bundlenade (for only 35 lmao) combined with their dps will almost guaranteed wipe an allied squad. The allied player cant do anything to counter that. even fullhealth retreat squads get wiped if you can time the grenade a little bit.
definitely a too strong combination and should definitely be looked at.
Sorry, but have you ever played Axis? I mean, have you ever heard of Mills Bomb? Or Gammon Bomb? Do you know Commandos or 6 men Shocktroops? Or maybe you have played USF, then you should know 6 men Airborne Rangers with Thompson and cooked 1 second grenade. I dont know if I should laugh or cry about you post, but it's definitely not serious, just a bad joke.... |
Right direction and good changes, but it needs some more. My suggestions:
AEC:
Sight range decrease and build time increase helps Wehrmacht a lot. Seems pretty well and vitalizes LV gameplay for axis factions. But I would go further: AEC as a LV should be more of a support vehicle than a spearhead. Its trackshot ablity is awesome and syngerzises very well with AT guns. But in late game, it looses some of its potency. I tie on Sanders proposal and would reduce its damage to 100, but give it +60 damage with Vet 3. In lategame this would give it a great flanking capability. And on top of that, cause Brits don't have that much reconnaissance, I would add the same observation abiliy like Valentine and T70 have. In conclusion, AEC would act more like a support unit, same as T70, Stuart or 222, but in lategame, it gets the chance to compete with Axis mediums and help to secure flanks.
Mortar Emplacement
Good change, ensures more flexibility and indirect fire support for Brits. But with its low starting cost and the ability to use 120mm mortar rounds with extra range, I would highly recommend to increase the upgrade price. Morat pit already is a strong fortification which needs high effort to destroy. On top of that, 350 MP in total is still way cheaper than every other faction double mortar (480 MP). So 250 for 1 Mortar early on is good, but upgrade should cost either 150/200 Mp or/and some ammo. Otherwise I fear we will see lots of Mortar Pits gettig built in midgame and then easily upgraded in lategame.
Bren Carrier:
This one hasn't been touched yet, but it really needs some adjustments. This thing acts like a light tank, has high armor and can repair itself. All of that for 0 fuel. I know this is intended to give Brits more diversity in early game and not to hinder T2 tech. But in comparrison with other LV, e.g. Soviet M3, this is too strong. UC can push Axis early on cause there is no AT on field. Therefore I would suggest reducing its armor from 5.8 to 3.8, same as Clown Car. But if upgraded, it gets back its 5.8 armor. This would still be stronger than Kubelwagen....
Infantry Section starting unit:
We all know Brits are very annoying right now due to Tommy spam/blob. But we also know, Brits don't have any alternatives in early/midgame to build. So what can we do? Many suggest to nerf Tommies. But this would cripple Brits in mid/lategame. So let me explain my idea and bear in mind new changes from this patch:
Replace starting Tommies with Engineers.
1. For that reason, Brits will have one Tommy section less on field and cannot blob that hard anymore.
2. On the one hand, they get a close combat unit early on which can compete with Wehr Pioneers, push Grenadiers and flank MGs. And on the other hand Sturmpioneers are no longer able to push Tommies CQ while having to face Engineers in front of them.
3. Bren carrier with lower armor can be easily repaired and ammo can be saved for upgrade.
4. When T2 is teched, Brits can build their new 250MP Mortar very quickly to get some needed indirect fire support.
5. With the one Engineer starting unit Brits finally get a close combat unit with snare (after T2 is built) directly on field. OKW 221 and Ostheer 222 can come very fast and surprise you while having no AT. But with the 1 Engineer starting unit, you can fend it off until AT gun or AEC arives. (remember, AEC will be delayed few seconds and come later this patch).
I think this would balance British faction by a lot. Less Tommies on field will help Volks and Grens to fight them, but the first Engineer for free will also help Brits in many many ways! |