Can someone make an ullumullulollo mod where everything ullu suggests is directly implemented? Sounds like great fun for a couple of matches |
When ullu opens a thread, I'm never sure what happens.
I think it's just high skill low level trolling in perfection. Every post is pure gold |
For completion sake. Might still miss something.
OH:
-There's the whole medical supply drop which boost stats as well.
-Not now, but i think balance team tested giving the new commander HT some FRP but then was removed as it was not intended.
-Since you mention self healing, Stormtrooper/JI can do so(?)
SOV: you are missing several ones.
-Doesn't the new commander allow to drop medical crates on top of FRP ?
-Commissar heal.
-FHQ allows reinforcement and healing
USF:
-Paras don't sel heal? They reinforce on radio beacons.
-Doesn't the Halftrack are able to drop medkits ?
OKW:
-Sure there are more self healing squads.
-Opel Blitz
UKF:
-Halftrack
-Commandos self heal
-FHQ (only reinforce)
While I would not have remembered all of this, I consciously did not mention most of them to keep things more clear to the readers.
I also thought about skipping the SOV commander FRP, mentioned it in the end as an FRP is probably one of the most impactful abilities compared to a commander healing drop. Therefore someone would surely have brought it up and if it's just for the sake of nagging my general argument.
Also I only mentioned Volksgrenadiere since these are mainline infantry and you usually have 3-4 of them, so they are basically the main reason why you need healing in the first place. Self healing on them maybe does not make healing obsolete, but less necessary by far. Maybe you could even sustain med crates if you only need them for the support units.
Self-healing on a special unit (like commandos and storm troopers) that you normally don't have more than one of is still nice, but neglectable for the sake of clarity in my opinion. |
The funniest thing about the Walking StuKa is that people who click directly on the squad they want to hit, will never whipe it and usually not really damage it, as there is a tiny gap in between the 2x3 rockets. Very frustrating to find out...
Back on topic though:
What do you want to do with the StuKa? Not every unit has to be super unique, but a circular firing pattern with random hits inside the circle would basically make it another Panzerwerfer. While the Panzerwerfer is not bad, that would be a shame for unit diversity in the game.
I like the line firing pattern of the StuKa, as it really is able to punish static squads. But I also think it's to whipy, especially on maps that support lane-combat that funnel infantry into defined spaces. I would not say that it is OP though, it's a huge gamble. Often even the defending player knows which squads are being attacked and which not, just by looking at the positioning of his own units. So if the defender reacts in time or the attacker is slightly off the mark, most of the time nothing happens, while on other occasions, you can easily whipe 2 squads.
Two suggestions that we (or better: the balance team if it is interested) could use to make the StuKa different:
1. (already suggested) adjust AoE profile to broader, less whipy stats
2. (if possible) slightly increase the time that the rockets need to hit the ground. Gives the defender a bit more time to react, but he still has to predict where the shots will land. This would be just a nerf, though. Don't know if that is necessary |
No highly mobile FRP pls.
Rather see the suggestion of OP implemented, although I'd like it even more if all FRP's got removed.
Maybe that would even be the better nerf to USF Major: disabling the FRP would take a few seconds, so that the Major is at risk of dying if the USF player is not careful. |
Models become immune to crushing once they retreat.
Thanks!
Just wanted to be sure, since retreating models clip through tanks more often than usual. |
Nice writing. As soft FRP it could be upgrade for halftruck (OST and SU) to med halftruck with increased area of reinforcement and healing aura when it stationary.
I would give SOV an upgradable healing ability for 60 mun or so (exclusive with the Flak upgrade and squad transport of course), while OST should get a slight cost reduction (down to 40-50) mun for the healing and command upgrade on the bunker.
That would stay in line with OST defensive and static play. The problem with Soviets is that the idea were cheaper throw-away units. This is not true anymore for Penals, and even Conscripts have gotten more in line with other main line infantry. I have a little bit mixed feelings for giving SOV forward healing, but since it were to be for soft retreating squads only, I think it should be fine. |
I know this is a very old thread, I think the best for more or less random questions.
Can tanks crush squads on retreat? Or are these too fast? |
Let's start stating some facts again as quite a few people are missing the point and to make the current differences clear to everyone before potential bullshitting.
OST: no retreat point, halftrack reinforcement, bunker reinforcement and healing, one-time single squad healing for muni each time the ability is used
SOV: doctrinal FRP on one single commander, halftrack reinforcement, NO healing outside of the base sector
OKW: FRP and healing upgradable when teched (both together quite expensive and rarely seen in smaller modes), med crates healing. Volks self heal in late game at vet5
USF: mobile FRP, reinforcement and healing. Most expensive healing unit in game and there are no other options. Comes at the price of constant use of population and opportunity cost for not using abilities of the major
USF: FRP, healing and reinforcements in FOBs. VERY expensive to build both, I would assume that even larger modes rarely allow Brits to get both down. Upgradable AoE healing on IS as pay-once upgrade
You should see that Relic tried different strategies with this mechanic and the three new factions have different benefits and cost. I do think that OST and SOV would benefit on larger maps, although I am not a big fan of real retreat points. Soft retreating from fights should be encouraged by forward heal and reinforcement points, a real retreat should be punished by longer walking times. Real FRPs should be expensive as with UK and OKW, USF could use a very slight nerf here, maybe in the form of 1 pop and a bit more MP on the major. |
DAFUQ?
2500 hours in game and this is a new one for me 
I knew about differtent vet values for different units, but not that they change with vet
Yep, you can see this in basically all replays, just enable the XP info bars that pop up when a unit kill an enemy model.
See how much XP you get at the beginning of the game when your units kill an enemy model, and then later on when they kill a model of the same, vetted squad. Don't know about the exact increase, but Katitofs 20% seem about right. |