I can't really say that grens need an extra model early game, especially for re-crewing; it's just not that common for me to be in a situation where I need one extra model for that reason (also, use pios).
However, late game, grens REALLY need some kind of bonus. They get absolutely destroyed at all ranges by vet 3 rifles and vet 3 infantry sections, even with LMGs and their own vet 3.
I would suggest either a received accuracy buff in vet 2, or a +1 model upgrade locked behind T3. That would allow for the early game to remain unchanged, while providing grens the survivability upgrade they need in late game. |
It shows up very early in the game; only costing 180/30 to reach the required tech, requiring 210mp unit to build it, and only costing 280/30. All in, you're only spending 670/60 from the start of the game to putting one down (obviously you would want other units as well).
It does insane damage; usually wiping 1 model per shot (if not 2). Since OST squads are 4 models, and the thing fires in bursts of (I think) around 8, it tends to insta-wipe any squads that get close to it.
It has an incredible amount of HP
It can't be decrewed
If it gets low on health, it can 'brace' (for free) and ignore almost all types of damage for 30 seconds
It's barrage ability (which is free) has more range than AT guns, and can easily destroy an AT gun in one barrage
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Maybe?
It would be nice if the out of control crit actually applied realistically (not moving = not moving, reverse = reverse when crit, etc.). However, it's not really a big enough issue to warrant a fix, and in terms of gameplay, it's not really reproducible enough to be usable (you can't somehow exploit that it only goes forward). |
Agree on all 3 points.
Mortar pits range can't be lowered without the leigs range being lowered as well, else brits won't have any dependable indirect to combat okw.
The mortar pit would still have its long-range attack when manually barraging; this would only lower the AUTO fire range. The mortar pit would still be able to target Liegs, you'd just need to do it manually (yes, actual micro). |
And ISs, and vickers, and their sniper, and the ATG, and their sappers. honestly dont understand why ppl think brits are weak. learn to use cover and Youll see how amazing ISs can be.
Don't forget:
the incredibly powerful NON-DOC comet tank
the anti-blob cromwell (seriously, that's not it's role, but everyone THINKS it is)
the centaur (i.e. better ostwind)
half-reinforce cost Vet 3 REs (13mp lol)
mirrored PAK at gun (6lb) AND non-decrewable static AT (vs. decrewable ost static doc AT)
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but yet you still get outranged by most other tanks. LUL
Most?
Firefly, SU76/85, M36.... that's it.
Just the dedicated AT tanks, which are all glass cannons. That makes sense. The only tanks that both out-range AND out-tank a panther are more expensive doctrine based call-ins, which I would hope perform better.
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1) Mortar halftruck.
Not only doctrinal, but your only choice is either terrible (Festung Support) or insanely rare/expensive (Spearhead).
2) So is UKF. Biggest bane of both were mines, nerfed in the mod.
UKF cost 28mp (vs 30) to reinforce, and also can upgrade to 5 man. Ost can't.
4) Panthers either face AT units that outrange them or mediums that outperform them for cost. Be it the general utility versus infantry, rate of fire or sheer price. The Panther is so niche it has become a burden. Some say it is only meant to counter heavy tanks. But even then it can´t counter the Churchill. Park a Panther next to a T-34/85 or Easy 8 back to back and due to the rate of fire the Allied counterparts will win. That is how bad the rate of fire is. The panther fulfills a role that isn´t needed (high pen, low rof).
There's basically no reason to ever build a P4/Panther for AT roles. Stugs are far more cost effective, come earlier, and just perform better. Once you get 3-4 stugs (supported by infantry), which would only cost 840-1120mp and 270-360f, you can pretty much erase enemy tanks with superior DPS/lower replacement cost.
P4s are good when you need something good against tanks and infantry, and panthers are only useful when you really need the range. Other than that, stugs every single game.
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Very funny poll. Would vote no if it was an option.
So I'm the only one who found inf crush to be an poorly implemented 'gimmick' that should in no way be treated as a core mechanic? Really?
Every alternative to simply removing crush nerfs the unit in question. Slower rotation means less maneuverability, which means a harder time escaping 'close call' situations. It also means (in theory) worse pathing, since poor pathing decisions requiring lots of turning would take longer.
Honestly, removing inf crush was one of the best decisions in the balance mod. It was poorly implemented, insanely inconsistent (sometimes the tank goes into a blob, spins, does nothing. Other times it wipes 3 squads), and frustrating to both use and play against. It negated cover use (crush cover AND the squads using it), messed with infantry pathing and control (squads between cover and a tank are uncontrollable), and in general made no sense at all (not a realistic use of a tank).
If tanks are now suddenly under performing, then guess what? BUFF THEM.
Also this means that the Opel Blitz won't accidentally crush friendly troops. Which made no sense. |
So I'm the only one who found inf crush to be an poorly implemented 'gimmick' that should in no way be treated as a core mechanic? Really?
Every alternative to simply removing crush nerfs the unit in question. Slower rotation means less maneuverability, which means a harder time escaping 'close call' situations. It also means (in theory) worse pathing, since poor pathing decisions requiring lots of turning would take longer.
Honestly, removing inf crush was one of the best decisions in the balance mod. It was poorly implemented, insanely inconsistent (sometimes the tank goes into a blob, spins, does nothing. Other times it wipes 3 squads), and frustrating to both use and play against. It negated cover use (crush cover AND the squads using it), messed with infantry pathing and control (squads between cover and a tank are uncontrollable), and in general made no sense at all (not a realistic use of a tank).
If tanks are now suddenly under performing, then guess what? BUFF THEM.
Also this means that the Opel Blitz won't accidentally crush friendly troops. Which made no sense. |
I strongly disagree with the removal of infantry crush on medium tanks.
I think it's important for units to be able to step out of their main role in certain situations and challenge the conventional rules of gameplay. To me, it's one of the pillars of what makes COH great.
It's a mechanic that rewards skill and planning on both sides (because tanks can be baited into a crush to overextend). Without it, units become a little more boxed in to their roles and the game gets a little more shallow.
If the mechanic creates efficiency issues with specific units (M10 and Cromwell for example), then I'm sure those units can be dealt with individually and avoid sweeping changes.
The point of those units (m10, Crom) was to the be AT, not dedicated infantry crushing vehicles. The mechanic was, at least from what I saw, insanely inconsistent. Sometimes the tank would insta-wipe 3 squads, other times everyone would get out of the way. It wasn't fun to play with (too inconsistent), and it wasn't fun to play against (too inconsistent).
At least heavy crush tanks are a bit slower, so they might end up being a bit more reliable.
Flak yes, PaK 43, no, and this is coming from an OKW player, yes, as hard as it's to believe the guy with the British avatar is an OKW player, I only played them along with Fortifications before the Brits, now I have strategic diversity between Allies and Axis.
My main reason is getting rid of the crew for that 10 pop cap after the fighting is wayyy away from it, as much as it hurts me to kill my own award winning vet 5 crew.
That almost makes a good argument to make the crew invulnerable. Shouldn't really be able to decrew your own units at will to free up pop-cap (see USF calliope meta a while back). |