right now it's more dangerous to leave a squad in front of a t70 than a tiger, while still being a good LV and LT counter
btw to me u seem pretty biased ur self considering if u check the 3 last pages of posts, it's all about buffing allies and nerfing axis, people pretty much ignore or shoot down any buff or rework for axis (the RE thread has more reply than the mobile defense one and we all know which is used and which is a jk )
if thus forum was biased as u said u would see a ton of "allies are Op" thread NAD mod would ban all pro allies thread
to me it seems the opposite tho
I haven't ever talked about nerfing axis. I have talked about improvements to soviets. Most of my posts were about airborne guards and isu. Cuz i have a fascination with them. |
Incoming patch is a good moment to look into a T70. This unit is too versatile. It can easily (sometimes even insta) wipe enemy squads, it's super fast, has a good penetration and high rate of fire, vets up quicky and with vet has a small target size so AT guns cannot hit it. With this unit on the field you can kill enemy infantry, stop axis light vehicule play (can 1v1 everything expect puma). Even puma sometimes in specific situations looses vs him. No other faction has such a powerful LV.
Balance team, T70 should at least has reduced penetration that cannot easily counter LV: p2, flak HT, flameHT/222. Reducing power of T70 to make it only AI weapon would open a play for SU76 just like OKW has p2 and puma in mech. Changing AOE would also reduce it's sniper gun into only a damage dealer (like currently p2 is). With T2 price change T70 will hit the field even quicker giving axis player a headache. It's need to be look into.
Hi. All it takes is 2 volley of shrecks from early pzgren and its gone. And at guns hit it easily. The little time i have spent in this forum im amazed at axis bias. Like seriously you are here to ask for nerfs to only good unit soviets have? And that to in early to mid game. |
that would be too much for 1 halftrack. what i would do instead change lend lease commander halftrack for the one with cav riflemen (this one can drop medic crate and refill squad)
Perhaps add some muni cost to activate halftrack healing. Because like other factions soviets need to have mobile healing as well. People say don't compare. But we have to compare for the sake of the game. I think this discussion is already ongoing in the main balance patch thread. And i think adding heal ability to halftrack once base healing is activated is a good option.
Soviets die easily as well. Kind of negate their 6 man bonus. |
Are Assault Guards ever going to get buffed, or at least have their veterancy and RA reflect those of regular Guards Troops and Airborne Guards?
They come in with a M5 Halftrack, which is great and all, but it's not really a discount and basically means you're paying fuel for these guys. Because(?) they come in a halftrack, they also have a later CP requirement (3 to 2), which is stupid. The halftrack isnt going to be gamebreaking because it comes in a minute or two earlier...
On veterancy and general stats, compared to regular Guards:
1 RA to 0.97 RA
Trip Flare Mine for vet 1 (really?)
0.71 RA vet 2 versus both 0.88 and 0.75 RA vets
Only upside is better accuracy vet at vet 3. 40%
So after paying all the fuel and mp required to call these guys in, you get a 100% RA Guards squad with 3 Penal SVT-40s and 3 assault PPSh-41 for a weird dps profile that favors close range but doesn't have nearly the DPS of Shocks or PPSh Penals, and has rather limited long-range capability. They do get a grenade, but that's it, and no abilities to close the distance to throw it, or armor or even a decent starting RA.
Can these guys at least get a bazooka upgrade or something? In staying with the theme of lend-lease... I mean, I personally even like that they come with a halftrack, since I love trying to make halftracks work in this game, and I doubt anyone would ever spam these, but the unit just isn't good right now, and there's no reason it has to be that way.
What are the stats of airborne guards? |
Hi. I have a suggestion. Can the m5 half track also have a healing ability? Or soviets only get base healing?
Perhaps when the base healing is activated the halftrack can also heal units as well reinforce? |
Im not sure about those changes to the 7th man con upgrade.
I main conscript build and I feel like they are already struggling against upgraded axis line infantry even with the 7th man upgrade.
Now it seems like you will have to jump trough even more hoops just to get it which makes it rather unattractive.
Isn't it best just to make it a global upgrade once like the brits where it's applied to all squads (unless they have already picked up dropped weapons).
If the idea is that the 7th man upgrade should make conscripts more attractive alternative to penals and the sov equivalent to axis line infantry weapon upgrade why does it come so much later and at a much higher price? I am genuinely confused by this although it might be a misunderstanding of the purpose of this upgrade.
On a side note. Is it maybe also a good idea to also lower the reinforcement cost to 17
as well after the ppsh upgrade so it holds up slightly better in the late game meatgrinder. Especially considering that the PPSHCons need to close into their target to do meaningful amounts of damage on a map that has been destroyed more then likely.
Hey? You lose the ppsh with 7 man upgrade.
And only after upgrade you get cost down to 17 IIRC. Before that its 20mp reinforce cost.
But i agree. Ppsh cons can see a buff. Especially with the lack of armor on cons. And i think they only get 3 smgs |
Yeah, its the cheapest cuz its still the worst AT gun in the game, its only saving grace is the ability to cloak on the move.
You are missing the point. How about its cost increased to match other At guns? And u get to keep camo? Which btw u must be happy because in patch notes 1.2 rak has retreat ability back. |
The molotov was also pretty good at the release of the brits when they normalized all flame damage. Like good enough to warrant teching AND the long throw time. I'd even say that going strong cons and teching molotov instead of a tier first was viable and an absolute blast. Then the molotov got nerfed and has been a time or 2 since as well if I remember.
But at least volks are able to insta pop their long range flame nade in an instant to make sure they win any fight with an mg or dependant on cover am I right?..
I used molotov only back in December when i started to play this game. Fairly quickly i realized its uselessness. |
And guys am i the only one who thinks flame damage of flame half track and kv8 is not equal? Is it cuz of two flame throwers on the Ht? But aren't they directional? Like one on the front and one on the back?
Edit: i realized both the flame throwers are on the front. |
So we have to spend 45 fuel in total to unlock mobile reserve then spend 50 munitions on individual squads. Then spend 17 mp to add one more man. And have slow molotov. Only good thing is con snare which we can get anyways. So perhaps this needa to be looked upon? People are definitely better going for penals and then making a maxim with 10 fuel building and AT guns. |