If it becomes easier to use its rockets will need to be toned down somewhat. Cuz when it hits it really hits currently.
Stuka is already easy to use and the most accurate to fire at targets. It's not in need of buff it has a very specific use. It can kill team weapons far better than the suppression of the werfer and the firepower of the Katy.
Unlike the Katyusha and the Panzerwerfer, if you miss with the Stuka, then you will do 0 damage. At least with the Katyusha and Panzerwerfer the margin of error is smaller since you're more likely to hit something. Furthermore, I'm not asking for it to be that much easier; just knowing the spacing between rockets doesn't it make it so much easier to use. It is still just as easy to aim too far up or too far to the side, only now you know where the rockets land in the creeping barrage. |
Not sure if it can be done, but if its barrage ability had a proper circules markers for each rocket instead of a strate line, it possible would make it much userfriendly.
Its a common sutiation to miss with it and have an enemy init in between two rockets taking 0 damage, because you wrongly planced its salvo.
+1. The stuka doesn't need buffs, it just needs to be easier to use. |
Does the community have the resources to allow tournaments to choose their own rules? Can some tournaments choose to have RNG, and some don't? I can understand if the players want as little RNG as possible, but I feel that tournaments with more RNG would attract more viewers. |
KV tanks should be cheap but needs to arrive later than it does now. Perhaps giving it a CP requirement would help. |
I adhere on temporal debuffs for infantry based snares, specially for medium tanks and above, it's just that i would keep a weaker version of the current engine dmg for when tanks are at a lower HP threshold.
I think it's sad that the results are too binary, even though we have plenty of criticals which could serve the purpose of a middle ground if reworked.
I agree. Snares should do much more damage but only apply temporary criticals (for example, driver wounded, stunning or slowing the tank, or gunner wounded, temporarily disabling the gun). |
The change is unnecessary complicated. Simply exchange reinforcement with medic, so that the track comes with medics and has to upgrade to be able to reinforce.
+1. Syncs well with Mech since a lot of times I don't need the forward reinforcement. |
Then give okw more recon! Don't have a broken mechanic that's extremely abusable in team games. Also sanders new proposal is bloody good recon but like the Brit flares (which BTW I also think needs changed) is limited in flexibility.
Is it not possible to just make the Spec Ops flares the same textures as the British flares so it's easy to see, and then increase the price? |
Why change the Spec Ops flares? I get that they're uncounterable, but so are the British border flares. Does Spec Ops really need to lose the flares? |
How does the Pioneer Breakthrough Package that comes with the Strategic Reserves Doctrine work? I can't seem to figure out how the upgrade unlocks the satchel charge ability and the small demo ability. I'm asking this because I'd like to make an OkW version to allow Sturmpioneers to build Teller mines, tank traps, and demo charges. I realize I could just make it a passive commander ability which unlocks such unit abilities, but I want to imitate the Pioneer breakthrough package by making it an munition upgrade. Help is greatly appreciated. |
Just nerf its armor. The comet is supposed to be a versatile late game tank, and the abilities reflect that. |