No it wasn't and no it's not 
You don't get to permanently have increased sight on every infantry unit Believe me, I know the ability, I used it a lot.
If you read the text you'd also realise that it must be broken whether you know the ability or not since it doesn't work after first use to capture territory with vehicles.
Some other change that did not go through was skulking at the back of my head. |
Found a first bug.
Raid (both for Recon and Mechanised Company) can only be enabled once and is then always active. The increased sight range for infantry seems to apply permanently after the ability is activated. The ability for light vehicles to cap expires after the normal period but the symbol above the unit remains also indefinitely. The vehicle portrait will also still indicate that raid is still active, the vehicle however can't capture territory anymore.
The ability is permanently on and cannot be deactivated. This is also reflected by the ability icon.
The ability description has also changed and only mentions that light vehicles can capture territory.
That's because its a passive ability now and is like that since previous patch.
edit: or maybe not, skimming previous notes |
I've misread previous posts, that kind of solution I am all for, in fact, from what relic said, it was how CoH2 was supposed to be. |
Is there any actual point to it?
I mean, its not like its unknown info or anything here is imbalanced, so why its in balance section? |
Exactly what Normandy Steel Division 1944 did.
Except it was USA/UKF/GER. They added Polish, Scots, Canadian, and French after 
Yeah, and Polish, Scottish and Canadian divisions still all use the exact same USA/British units, only infantry is called differently. |
If you want to argue that FF is designed to fight heavy tanks then it simply is OP vs mediums especially at vet 3 since it has nearly 100% chance to hit and penetrate medium at range 60 and by vet 3 it will kill a medium in around 12 secs while a JP will need around 15.5 to 18.72.
And once more, as I pointed out in the parts you did not quote, comparing the DPS of the main gun and are totally ignoring the Tulip potential is misleading.
Currently in live most TDs are not designed to counter a specific type of armor (light medium heavy) and I have pointed out many time (for the last years) that the game would be in better spot if TDs where designed to be dealing with specific level of armor. Glad to see that you actually agree.
Would you be so kind to compare FF and JP4 dps/TTK against P4 and sherman/t34 then?
Should we also include JP4 first strike vet bonus too? That If you include FF vet, I can't see how this should not be included too. |
As I said FF is equal if not better than JP against heavily armored vehicles.
And that's true.
Mainly because FF is meant to go up against heavily armored vehicles, while JP4 is not, you have panther for that.
Now then, wouldn't similar vet0 performance state that one of them is op or up here? |
*open an ancient dusty scroll*
Instant traverse speed, instant PIN HMG42 with massive dps on top.
Flame 251 being harder to kill at vet2 then T34.
Ost pin plane interrupting retreat and being more effective at infantry killing then current IL-2.
March deployment grens. |
It does negate jp4s vet 2 bonus does it not?
True that. |
That changes what I've said how again? |