I realize this thread is now old, but has the LMG42 Gren squad vet been fixed? I don't see it in the mod changelog.
Don't want to make a new thread. |
Falls shouldn't lose their cloak. I just think they need total squad DPS tuned down (fewer total FG-42s for sure) and given either more survivability (5-man unit is my shilling piece) and/or utility (retain cloak, retain faust, retain grenades, ambush) to make up for it and make them a less braindead unit than they are now.
If their DPS isn't stupid high at all ranges, they can be outfought in a brute force scenario and are less useful for A-move pushing, but can stay deadly as a camo-ed ambush unit, which I feel is the exact thematic intention of this unit in the first place. |
Cute thumbnail. |
+1
IMO they also need a nondoc infantry squad that can actually be aggressive though. Sections have some of the worst moving acc penalties in the game, are dependent on cover for their RA and DPS bonuses (or rather, un-debuffs), can only be upgraded with LMGs, and are the only nondoc infantry unit in the faction. They need something that can funtion like pgrens.
I think the out of cover penalty shouldn't apply to PIATs tbh. It wouldn't even be a buff so much as making it an actual option; currently the (40% iirc) reload penalty probably makes them one of the worst possible AT infantry units ingame.
I'd go as far as to say that maybe the out of cover penalty should be replaced by an honest to god bonus, but only apply to the enfield rifles. |
I have repeatedly said Fallschirmjaegers were reworked incorrectly and should have been a max-utility camo squad with 5 men, basic kars and 30 something reinforce cost.
They'd have an upgrade for either 2 FG-42 or maybe Assgren MP-40s, but their principal value would have been their grenades and the snare; sort of a more expensive 'mainline infantry' replacement without being overkill. Instead we get this 'fragile' 4-men elite squad with basically 2 BARs on spawn and the option for 2 more later on.
Result is very high DPS at every range and very low RA making infantry counters unreliable, and then a snare to make vehicle counters unreliable as well; bonkers unit design, not even counting the camo and ambush. |
Puma doesn't need any buffing but I could totally see nerfing M36 armor (maybe to whatever the M10 has) |
What should reliably counter jackson is panther.
A simple step up about economics and tiering and teching
Making puma more reliable by weakening m36 armor, feels like concerned trolling and pity bump. The proposed solution don't hit real issue and limited in application
What's next? Reduce is2 armor bounce against handheld AT
If Panther reliably counters Jackson, what counters Panther? Why would anyone even build the Jackson if it does not effectively fight heavy armor?
@OP armor nerf would be an interesting idea, sure. |
2- Squad size matters as well. Suppression against 4 model is inferior than 6.
Probably because of incremental accuracy more than anything else tbh. |
I've said it before, but this upgrade should have been something that unlocks an ability not dissimilar to the Grenadier rifle grenade ability, and not a permanently auto-firing accessory slot weapon. If it was turned into an ability type weapon the range could probably even be increased back to what it was.
As it is now it's an awkward weapon that most people don't like playing against. |
Oh so USF gets shock infantry as an engineer unit, AT abilities, mobile armed capping vehicles right off the bat? I guess I missed something.
Ass Engies, vet 1 AT rifle nade, WC-51 (granted not armed off the bat)...
Granted vet 1 riflemen rifle grenade can be delayed but it's not like OKW get fausts right away either. |