I find them quite hard to spot as well in larger fights. Especially in the beginning when they are high up and it matters most because the enemy places their barrages.
Maybe it would be moddable so that the flare starts on lower altitude but sinks down slower.
I think it looks and works perfectly fine as shown from the many different angles but as always some nit picky excuse will be brought up as to why it's just simply impossible to do or add.
As it works in the mod right now it cannot move while reloading which is fine by me, if they bump up the cost to something like 200 fuel, keep the limit to only 1, maybe give it an automatic reload for both a QoL thing and balance so it can't relocate after a shot has been fired to balance it out, give it perhaps a longer reload time as well as a "lock down" ability similar to the PE Hummel where it for example can reload faster and has greater range but at the cost of a larger delay before it could move again so there's some sort of counter play there or something like that.
Basically my point is that there's a lot of ways to go at it and play around to balance it but yes, not gonna happen.
It looks cool, but I'd never want to have that it CoH2.
We're just getting rid of an overly survivable Calliope that was "just" a bad medium in terms of defensive stats. We don't need a movable and precise B4 that is basically unkillable shooting across half the map.
Getting this to a spot that is even remotely "balanced" while still feeling like a Sturmtiger will be next to impossible. We already have Sextons and Priests and those are virtually unkillable despite them having a longer barrage and what is basically LV health and armor stats.
Only generalist mediums had their target size reduced.
None of the specialised vehicles (on a medium tank chassis) did.
Alright thanks for clearing that up!
Was there a reason behind that? Mediums got buffed to increase the survivability. The Ostwind though also needs to be on the front line, it is too expensive to keep for AA only purposes.
It does not dive usually, but still. Especially since the related Centaur has only 18 target size and fulfills the same role.
Not fully sure where to "report this", because it is actually an older issue:
One year ago, medium tanks got their target size reduced by 2. I did not find any note on the Ostwind though.
Was it just not noted in the patch notes or is this oversight/intention?
So I've messed with bunkers a bit and found out that double upgraded bunker has a sight of nearly 85. Both command and med upgrades add the same amount around +70% of sight from initial value of 35. 35 + 0.70*35+0.70*35 is 84. The fix is just remove the sight bonus from either upgrades, or make the sight range bonus mutually exclusive. It should not be this way, since balance team added the double upgrade possibility in the recent patch.
It might be a bug and should be reported to accordingly, but it might be a feature as well. I will wait couple of days for reaction and make a post if none comes.
If Osttruppen are forced in T1 to avoid oppressive early game, then they are a prime target to make them an alternative similar to Pfussies as opposed to a Gren replacement.
Also, what do you conclude from the in-cover tests? If they are bad out of cover, it should be fine. Their scaling could be even changed by lowering their base accuracy and increasing the in cover bonus accordingly
I also think that an improved ping system would be better. Voice chat is often just toxic and useless. Especially if you can't know who has a general mute on everyone and who does not.
Different ping types and a more emphasized text are probably the best way. I often miss text messages in the heat of battle just because they do not stick out
I think land mattress will see a little indirect buff by the removal of CB on the LeFH. It was the unit that was most susceptible to it.
I have used it in 3v3, it is okay to maybe slightly weak, but not useless as regularly claimed. You just can't expect it to help your defense because it fires too slowly. Best use in my eyes is to either barrage enemy forward bases or to prepare a push.
40 HP don't change anything, you'd need to go down at least 80 to achieve what you want to achieve.
This would be a heavy nerf to basically all tanks. And what should it achieve? Snaring is already very valuable for its price, even if you don't have much of a follow up.