Just make it 100 fuel and we gut
^ If its as good as centaur, no need for it to cost less then centaur.
(inb4 muh armur - ost more then makes up for that in speed) |
It would result in no reason to ever get a heavy due to it not being worth it. |
+1
Except doesn't bulldozer upgrade only give extra health, not armor too?
I'd rather see like a WP barrage for the mortar instead of the sherman if it gets replaced with anything at all.
Its health and armor, you have it in the patch notes. |
It doesn't really matter to me how powerful the T2 skip is in absolute terms. What does matter is how much more powerful it is than building T2.
Making Panzershrecks available regardless has turned T2 into a side tech: you can get away with not building it pretty easily now.
The idea of side tech is it gives you an immediate benefit: you get powerful tools now (light vehicles) at the cost of delaying more powerful tools later (tanks).
This doesn't work with T2 because of the 200 MP cost for the building. That puts a T2 skipping strategy 200 MP up over a T2 building strategy, balancing out the benefit of T2's units. And if that sidetech isn't giving you an immediate advantage, what's the point of it? You're delaying your tech for nothing.
That's why I'd like to see the Panzershrecks locked behind T2 anyway: it's necessary to restore the internal balance of Ostheer.
Go play into mid and late game without PaK above noob level.
You'll see why skipping tech as ost doesn't work very quickly. |
There's a reason why people are automatically saying Jt/ele. Stugs don't cut it. They're barely a deterrent against this combination, much less what you build to sweep off the field.
(that's why the ATG part is there, if you want one unit to handle it all, stop being in denial about Ele/JT.) |
Does the elephant work? Yes!
Is it doctrinal vs nondoctrinal? Also Yes!
Therefore IMO its a bad solution.
Remember we're talking team games.
These people don't get combined arms and all and every armor that is below panther doesn't exist, so stug spam with ATG, while its 100% idiot proof solution to their problem, will never be taken into account. |
There's also no point in posting if you have nothing to add. 
In all seriousness though, they're odd units at the moment, the Pak 43 especially. They seem to be built around 'being a giant gun' rather than any clear strategic purpose.
I think it'd be good if the balance team decided what they're for and then made them both good at it.
There's no point to creating a thread if you put out no premise too you know.
Also, PaK43 got dismantle ability which refunds it partly, you build it when you need it(for example vs high armor and health units its supposed to counter), then dismantle it if you don't/it gets too exposed(.
If that's not clear strategic purpose, I don't know what is. |
Why would they need any overhauls?
There is no point in fixing if there is nothing to fix. |
Anti-infantry Panzergrenadiers arrived too late in the old design, so they moved them to T0 so they could hit the field 200 MP 20 FU earlier.
The problem is the Panzershrecks provide a solid way to skip T2 entirely, turning T2 effectively into a sidetech.
As a sidetech, T2 is pretty poor value.
Either the risk of skipping T2 needs to go up (no Panzershrecks without it) or the relative cost of T2 needs to come down. Specifically the manpower cost.
The Pak may be better than PGrens, but it's not 180 MP better than PGrens.
The risk of skipping T2 hits you hard the moment first med hits the field.
PGs aren't going to hold off any med for long also, FHT arguably gives you more field presence then early PGs. Once people realize how easily PGs can be abused with lights and light tanks, the skip won't be a problem.
Or to say it differently: skip isn't a problem if you don't have 4 digit rank or aren't playing irrelevant 3v3/4v4 where literally any goofball strat works. |
Those nades are not exactly like WP shells, they are sharing denial-role with molotovs, with bit more of damage on impact.
WP can block LoS, slow down models inside and keeps burning until healed, therefore more capable in attack. Yet, area of effect is quite small, while cost is simular to OKW lava-nade, so it seems fine for me.
Yeah, sorry for faultfinding.
Umm....
These nades block los, slow down models inside and KILL if you stand in them and they do it pretty rapidly.
They also have decent range, go off instantly and have decent aoe.
And no WP in game has lingering effect if you leave area, so that's bullshit right there.
So, I was right after all, you were not aware of them. |