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The UKF is also way too cheap and badly designed, but at least you cannot send it to the enemy base, only on the front line. It should be reworked though.
SOV flares are very different (just as Panzerfüsilier flares), since they require a unit to be in range. In case of the sniper it's even a very squishy one. |
yes a good fix would be reomving sprint in combat and making it cheaper
for mother russia just removing the sprint in combat would be enough without decreasing the price considering it give 1,5 more accuracy and buffs team weapons too
I don't think you understood the point there:
Your response to me saying VA is problematic was, that another ability would be way stronger and even more problematic. This other ability has similar function (DPS buff), but no sprint in combat. You then concluded that all similar abilities (VA, FMR) could be fixed by removing the sprint.
That does not make sense at all. |
   
u know it's a better valiant assault with planes for recon right ?
the problem is just sprinting during combat which will hopefully be removed
First, that the UKF ability might be broken (could very well be, I don't know) does not at all change the fact that Valiant Assault is highly problematic.
Second, somebody in this thread mentioned that the sprint in that ability would get cancelled once the units enter combat. Is that true or not? If yes, how can removing sprint from Valiant Assault fix it then?
The main problem is insane damage output, since the commander was clearly designed for that. But at the moment it is over the top |
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I think he also means other flares such as the SOV mortar and Panzerfüsiliere |
we all agree sprinting with combat needs to go, but if u think valiant assault is op cause okw has some good long ranged dps, u never tried assault operation of the brits with lmg on every unit, commando have more dps than ober with brens at long range already add the 1.25 bonus and bye bye
I never tried that, but that also has nothing to do with the current state of Valiant Assault |
by range i mean that u don't need to saty at max range . or fight in open field, the bonus accuracy is just as effective at medium, close range
The special problem with VA is the units that get buffed, which can deal good mid to long range damage. This leaves your units (especially MGs, which are supposed to hard counter infantry and blobbing) less to no time to react. Even if you react in a split second, you might still lose your MG if the gunner dies early, AT guns are at high risk of being killed since they cannot retreat as well, tanks can get snared since Volks and Falls have Faust. So the only option you have then is to feed your infantry into the OKW blob to buy some more time for the team weapons.
SOV usually can't do that. Only DP28 guards can get this amount of long range DPS and they don't come with the commander. Penals are decent, but not as wipey as Fallschirmjäger. Shocks are very good units, but the fact that they need to close in for a few seconds before they can get their DPS off makes them still vulnerable to MGs or at least have these seconds to hit the retreat button.
To make it clear: I'm not saying that the buffs that VA provides are super over the top, but the current constellation of OKW surely makes it problematic and gives need for a change. |
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Infiltration nades were pretty much broken at 15 MUN.
They enabled OKW infantry to throw two grenades and especially Volks are very strong with them, since they are lacking that that high burst potential of a normal nade compared to almost all other mainlines. They can be thrown very effectively on retreat paths as well without much skill needed, as the spread and number of nades will ensure a hit.
But back to the original post: I would not really compare them to molotovs, since they have different function. A normal nade would be more suitable if we want wo compare the damage for MUN investment efficiency. Herr I'd say that 20 mun are alright, meybe 25, but that's up to debate.
Are they worth a commander slot? There are not many similar abilities like infiltration nades. I would not compare them to Assault Grenadiere, since getting Assault Grenadiere also forces you to sacrifice snares and other things. The closest is the USF molotov/rifle nade ability in my opinion. |
Assault grenadiers do exactly that with sprint+infiltration grenades. Yet it suddenly FMR/VA become an issue same time CP2 Obersoldaten aka Falls gotten buffs? Hmmm
Also, if you consider that a problem why was USF ability that gives sprint and dropes smoke even exist, it was added literally this summer
Assault grenadiere sprint is quite expensive compared to Valiant Assault if you consider the number of units and duration. You also need to time it correctly due to the cooldown. And (biggest factor): there is no DPS boost. And of course an ability can become an issue once the units it effects get buffed. Suggesting something else would be plain stupid.
Does the UsF cover to cover give a DPS boost (can't look it up atm, thought it gave more survivability)? It is also restricted to a narrow area, which ensures that your front line won't get overrun.
I'm all in for reworking these abilities, however I think that FMR and VA should get different treatments, since SOV units are usually not that DPS heavy and mobile like OKW, but win fights by outlasting. Maybe giving SOV a DPS boost and OKW an RA boost could go a long way |
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One quick idea:
What if the 17 ponder and the mortar pit (FOB is fine in my opinion) are locked behind a fuel side tech(maybe 10-20 fuel each), but given a slight buff (secondary buffs like utility, higher refund for tearing it down or cost decrease for the building itself etc) to compensate?
That way emplacements could be a viable strategy to play but would delay the medium tank even more, so the opponent has an advantage in the mid game.
Emplacements are decently easy to destroy at the moment, but on some maps stuff like the mortar pit can be placed behind shot blockers, which basically leaves counter mortars as the only option. That is bad design. Higher fuel cost would still allow for these strategies, but enforce competent defense in the mid game or even the need to tear them down before they get lost. |
what do you mean with cons? Cons have moderate to high accuracy but bad rate of fire. And if you take penals and cons, you already have all nondoc mainline units that soviets have...
He obviously meant that Cons don't have high DPS, so buffing them with +50% acc is something else as buffing All-range Fallschirmjäger and Volksgrenadiere (although it's just 25%), which can then quickly chew through your infantry |