The vicker after use "take aim" seem to retain extra range even when ability run out. |
Unit UI positions in the ukf's hq is messed up.
the new Churchill when upgrade with tank Commander have a binoculars slot item icon which look strange and over lap the vet1 vicker k icon, dont know why it was there since other tanks with Commander upgrade dont have it.
Also, the UI positions of crew self-defense and infantry support smoke is reverted, |
Kubel is terrible at chasing snipers, it moving DPS is simply extremely bad and one has to point at target for vehicle to fire.
and it is going to be buff next patch to be more effective chasing sniper. USF need the same but they dont get as much. |
as far as i remember, the maxim's aoe suppression was buff a while a go to make up for the lack of actual suppression. For short, it was intended to be like so. |
Why USF can't have an early proper counter to sniper? Reducing the M20 build time is not enough, can't be balance to have to bank +50 fuel just to get a m20
Yeah, while Okw will get 2 buff to counter snipe in the upcoming patch, but sure. |
talking of a commander rework to ukf i i can say that most pp here agree that advance emplacement regiment should be the priority one. So the following is my ideal.
- 0cp: defensive operation: this now allow section to built and repair emplacement, kind of ok-ish and can be keep. but if possible, i want it to be changed to more like rifleman field defensive, instead of build and repair emplacement, section will now have access to mg bunker, lay mine and built sandbags/trench at a faster speed (the upcoming patch is neftting sandbags built speed so the ability will ideally allow section to built sandbags as fast as pre-neft)
- 3cp: advance assembly replace by stand fast. The advance assembly as now require too much mp (400mp) but too easily destroyed by indirect while proving ineffective repair rate as repair engineer can be killed and nolonger instant re-dispatch. Replace it with stand fast will allow player to actively chose when to get his emplacements repaired and to know certain rate/amount of repair he will get. The advance assembly should be change to only repair vehicle and go to other commander.
- 3cp: improve fortification: keep as now.
- 4 counter battery: it is uncounterable in small map while being useless on larger map, so no reason to keep. I suggest replace it with hold the line. May be hold the line itself can be rework to be cheaper, available earlier and only provide the buff to infantry (no more rocket plane).
- 10cp: Precision Barrage: Good and powerful ability i would love to keep.
Overall im trying to keep the theme of the commander which is defensively with bonus to both infantry and emplacements combine with artillery support. As one can notice that the uniform of him belong to the royal artillery and the name "advance emplacement regiment" should still mean something, so i chose not to mix in vehicle/plane-relative abilities like command vehicle or command valentine and event removed air support in hold the line. |
Grens have 20s. Volks have 20s on their Panzerfaust too and all other units with 30s except Royal Engineers get cooldown reductions with veterancy (Grens and Volks don't). REs are the only inconsistency, and it's on the list to get addressed.
It's 18 versus 15. Grens get higher range on purpose because they are more vulnerable when snaring than other squads because of their low squad size. Osttruppen are losing the premium range in the patch.
Fair enough, tho. But what exactly will happen to Ro.E's at nade ? Will their cd is reduce to 20 or something. I can argue that Ro.E can use a shorter cd due to ukf having less snare carrier unit than any others. |
Rifle probably can just get a hand thrown sticky bomb like coh1 for a animation improvement. |
All Ost Snares are still at 15 seconds cooldown while all all other factions have 30 second, this is inconsistency at its finest
And they are having more range than hand thrown at nade (18 vs 16) on top of having a bulletin for further range increase, but sure. |
In regards to the vickers barrage thing. Could something like volley fire be used? A target ability but with more range than the normal range? It would be direct fire but it would have the desired effect
I think this is easier to implement than trying to mess with projectile. I will try to mod it out in the future.
Furthermore, an ability which function like that is actually kind of fit with the name "take aim".
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