Just in case any changes are still being considered, I'd like to point out the M1 57mm AT Gun.
It has low penetration and a fast reload. Its AP ability brings it up to the penetration of other AT guns, so it can reliably penetrate Panzer 4s.
But what if it had a little more penetration by default (helping mostly vs Panzer 4s)? Then, if the AP round ability was cheaper, increased penetration even more, but reduced fire rate?
That would make the ability more situational but more available. Better vs heavies, worse vs light vehicles. It reduces the munitions drain on a munitions-starved faction. It means that the Jackson isn't the only option for medium armor and above. |
I used auto-medics in my UKF Redesign mod. So, I initially leaned that way, but the medic squad does have a couple of advantages.
-Allows flexible use, but requires micro to do so. You could always leave them by your HQ.
-Infantry Section Medical Supplies allow you to heal in the field. Only a mobile squad could move into that niche, making Medical Supplies less mandatory.
-Faction diversity. The good kind.
-They have their own voice lines (I feel like this played into adding the Officer as well) |
If this is turning into a demo discussion I agree changes would be nice. Cap model deaths at 3 per squad and let it be invisible again
This results in it being cost ineffective against single units but valuable againt blobs its a win win.
I like this idea! |
Extremely minor ones:
-The Universal Carrier's Suppressing Fire ability forces a reload for hardpoint 1 (bren) rather than hardpoint 2 (vickers)
-The M3A1 Scout Car's rear MG is better than the front one (less dps loss at long range), which is unintuitive to the extent that it seems unintended.
-Royal Engineer sten guns have very strange damage and rate of fire stats. Their dps isn't affected, necessarily. |
Or what do you mean?
The bulldozer upgrade for the 75mm Sherman increases its health and armor to match the 105mm Sherman. But now, the 75mm Sherman has a target size advantage, making a powerful upgrade even better.
I think that would be a consistent way to tune the upgrade down. |
I think the Sherman Dozer upgrade should raise target size back to 23.
Additionally, it should remove the hull mg, as it currently shoots through the blade. |
Fair point. I'm probably overestimating how often it would be relevant. |
The Pioneer and Combat Engineer vet 3 damage reduction while repairing does not function.
In soviet_repair_ability_mp, the received accuracy and damage multipliers need a requirement action to remove them at vet 3. A working version of this can be seen in west_german_repair_ability_mp.
Assault Engineers also use soviet_repair_ability_mp, but are not supposed to lose their damage penalty at vet 3. They will have to use a cloned version of the ability if this is fixed.
Changing this will probably have a balance impact; fix with caution.
---Reposted for visibility--- |
I think Sturmpioneers are a cool unit. Too expensive to spam, but extremely versatile. You want them everywhere at once, and that means their opportunity cost is very high. They are probably the best example of the OKW theme of an elite force stretched too thin. |
Making the upgrade raise target size sounds fair.
It should disable the hull mg, too. It's shooting right through the blade, and would help lower AI power a little. Maybe it could even be mutually exclusive with the .50 pintle mount?
It would also be nice if it changed the unit's icon. |