123nick

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Viewing 15 posts - 61 through 75 (of 75 total)
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  • in reply to: British vs US Artillery? #7558
    123nick
    Member

    british artillery gets its own fireflies, but weaker actual artillery (the biggest you have is the 4.5inch uncle battery IIRC, US gets 240mm black dragon), and their artillery doesn’t scale as well (for 50 munitions you can only ever fire 1 25pdr batter., for US you can get 2 priests which both fire for 1 cost of 55 munitions). the US got some neat defensive structures, although i wish the 57mm emplacement had 2x AT guns in it so it would be more useful. US artillery is getting the Sherman Crocodile which will be very good, and has the really good (early on) US field engineer call in, with flamethrower, thompsons, and bazooka, and medic too, although the british artillery doc can field more general purpose experienced infantry.

    overall, id go with brit artillery just in general, honestly. US artillery might need a buff. british artillery have the highly effective early game stuart call in, not to mention cheap flamethrowers for your standard infantry, wolverines for standard AT, and fireflies later on at a fairly cheap call in price, where as US artillery only has the 291 field engineers early on, and you can get wolverines for some artillery and AT but they need a upgrade too fire the artillery, and they need vet 1 before they can become the jackson, which loses its barrage ability, and the pak 43 can no longer fire barrages either now.  plus, US artillery only gets the munition dispatch, not the ammo dump british artillery has.

    i think if the US artillery has the cooldown of the 155mm and 240mm split, pak-43 HE barrage reinstated, and maybe allow the jacksons to fire HE barrage, then it would be a bit better overall, and if the 291st field engineers had their unit cap increased too 2, then that would allow them to have more capable field units.

    in reply to: slight changes to british lowland inf #7452
    123nick
    Member

    They are good I think, just not as easily capable of putting pressure early on, compared with Brit artillery Stuart call in , or guards armored Welsh. Maybe I am just not used to them as much, but I think having the infiltration Scott’s guards be unlocked first would give em more early game capabilities or potential, like schwarze katzen do for panzer artillery. Although the wasp is probably quite good early on, maybe I should use it better.

    in reply to: slight changes to british lowland inf #7439
    123nick
    Member

    i also forgot to mention, could US inf or US armor get a jumbo 75, to support the jumbo 76?

    im open to opinions aswell, on these changes.

    in reply to: Bar suppression #7337
    123nick
    Member

    I guess the bar doesn’t need suppression since you can get a m1919 for us riflemen which does suppress and is more of the equivalent to the squad mg34 the SS infantry have. I also wish bolt action rifle and garand didn’t have any suppression at all, even if it isn’t very much. Just feels like it’s wierd in my opinion.

    123nick
    Member

    well, thats alright, but in that case maybe removing air support from luftwaffe. i heard that in the late war german air support was pretty terrible, as the USA had air superiority and the airfields of germany were sorta bombed. also, you can make the panther for luftwaffe harder to acquire- say have it be unbuildable, and you can only get a maximum of 2 from the call in, but still requires 2 abilitie unlocks. also i dont think they need a LEIG or mortar, maybe the mortar.

    basically, what death kitty said about luftwaffe.

    • This reply was modified 6 years ago by 123nick.
    in reply to: The Balance Issues Thread #6512
    123nick
    Member

    right now, minor issue is that churchil is available a bit too early- i think it should be behind hammer tactics unlock of british, because gettign it at the same time the best AT SS can get is a pak-40, which cant pen it ,makes it pretty hard to deal with. especially once it has HE rounds and can then counter AT guns and infantry pretty well.

    in reply to: Post Balance Patch Suggestions & Feedback #6510
    123nick
    Member

    i also forgot to mention, 291st is pretty OP for what they are. its beyond the quality of the infantry itself, its everything else that comes with it, mainly the halftrack. for 500 manpower, you get:

    1. a halftrack with a deadly 50 cal MG that can wreck scout cars, even the 2cm if it starts firing first, and enemy halftracks
    2. a reinforcement point, the halftrack itself, which can rienforce nearby squads
    3. healing, the 7 man 291st engineers can heal themselves and other nearby squads.
    4. the main counter to these close range murder engineers, MGs and long range firepower, is nullified unless the enemy has good AT and is lucky that it hits befor it gets within range, because the halftrack itself can be used to transport the squad right up to enemys so the flamethrower can annhilate everything within range.

      id consider just making the 291st engineers come without the halftrack, as that would fix most of the things that make this call in very strong. maybe reduce price slightly, to like 480 or 450, to make up for the lack of halftrack.

    in reply to: Post Balance Patch Suggestions & Feedback #6507
    123nick
    Member

    removing super weapons might be a good idea, if you mean stuff like the arado and v1, and maybe the maruader rocket run, but i dont think removing them entirely from the game is needed. maybe just tying them to ground units, or having them have a verrrrrry long call in time (like 10-15 minutes cooldown ,even if it is a bit long it makes a bit of sense). US artillery, imo, is sorta ok, the early game is tough, and against someone whose p talented like graywolf or against very strong early game factions like SS luftwaffe you might be pushed back, and a lost early game is a lost game for US artillery, but other than that its sorta decent.

     

    for buffing the US artillery early game, maybe let US artillery build a unique engineer unit, like replace engineers for US artillery with rear echelon, which are basically engineers but they come with 1 grease gun by default, and cost less, like 220 or 210 per squad. very spammy, but might give US artillery something to let them hold on easier early game.

     

    id also say that the 100 munition greasegun upgrade for engineers/rear echelon should also give them a bit reduced hit chance or increased HP, like urban training upgrade for the urban assault panzergrenadiers that wehr defensive gets.

     

    id also buff some of US artillerys late game options, as stuff it just doesn’t feel as good or as varied as other artillery doctrines. like, SS panzer artillery gets nebelwerfer barrage, grille, hummel, wespe, sector artillery, butterfly bomb strike, etc. with the limit on wolverines and jacksons, maybe get rid of the need to have vet 1 wolverines before being able to upgrade them to jackson, and have jackson keep the barrage ability of wolverines if they were upgraded with HE rounds, for a potent 90mm barrage, and maybe also give the captured pak-43 its barrage ability again, but maybe i am a bit biased when it comes to buffing US artillery.

    in reply to: Preliminary post 3.1.8 balance feedback #6359
    123nick
    Member

    you said remove pak 40 from luft and panzer 4 from wunder, but why?

     

    i can see removing pak 40 from luft- big heavy AT gun in light infantry doc doesnt make the most sense, but panzer 4 with wunder? isnt wunderwaffe a panzer division?

    • This reply was modified 6 years, 2 months ago by 123nick.
    in reply to: The Balance Issues Thread #6299
    123nick
    Member

    [quote quote=6295]

    snip

    For the love of this mod, please… Down with the super soldiers!!! Delaying the problem is not fixing it. (which is all raising the vet XP does) They should not be able to avoid so much damage to begin with. The received accuracy at high vet levels needs to shoot up a lot.[/quote]

     

    i agre- delaying it by making XP required even more will just delay the inevitable. i think super soldiers are alright , but the 1 thing that REALLY needs nerfing for them more than anything else is there supresion resistance. i mean, maybe 1 vet 5 squad should be able to get within satchel range of a singular MG by sprinting straight at it , but 2 MGs with overlapping fields of fire should be able to pin down _ANYTHING_ that just charges blindly at em, whether it be riflemen or vet 5 airborne engineers

    in reply to: The Balance Issues Thread #6292
    123nick
    Member

    i agree with previous statements about suppresion.

    also, right now theres a couple of hcanges i think should be made to some artillery units ingame. right now the iron will su-76 and wolverine are very similary- both TD’s with ability to fire artillery. however, one requires munitions at first and the other one doesnt, which seems a bit off. maybe if the su-76 didnt take munitions it would be more used as i just see most people rush the T-34 as iron will. i think the su-76 could also use a slight price reduction in terms of manpower, and mayyyyyyybe fuel- it gets 1 shotted by a sherman 75 in my experiences, so its AT worth isnt that great.

     

    also, the presence of the wolverine makes the m8 scott sorta useless- its expensive lil bugger that only fires 75mm HE, which is pretty much identical to the wolverine ,but no AT capabilities, and limited anti infantry due too lack of machine guns. if it had a price reduction, and maybe make it so its locked along with the priest in the same CP ability, just to make the priest unlock more worthwhile for long-ranged smoke, which is sorta lacking in the US artillery line up.

    in reply to: The Balance Issues Thread #6242
    123nick
    Member

    [quote quote=6240]One of the things that I would like to see across all factions/doctrines is a raising of the total CP from 32 points to 40. This will allow a greater flexibility in costing out the 16 abilities, as it stands right now, for every point you have over 2CP then you have one ability that MUST have 1CP. There’s no way around it when there are 16 abilities and 32 CP to spend. Adding an extra 8 CP into the mix would allow for a variation of pricing among different doctrines for the same unlock – for example: PZ IV H/Sherman 76 can cost 1 CP for one doc and 2 for another.[/quote]

     

    this is the best idea ive ever heard EVER 😀

    in reply to: The Balance Issues Thread #6226
    123nick
    Member

    i think the m2HB 50 cal MG that US get could cost a lil bit more, or deploy slower so its easier to catch offguard and deal with. right now, its rapid ability to deploy and undeploy make it hard to flank, hard to grenade aswell with its quick supresion, plus its good against vehicles aswell.

    in reply to: The Balance Issues Thread #6223
    123nick
    Member

    [quote quote=6222]I have a couple issues: In general, veterancy needs to be looked at for units like 502nd Jager, falls, Old crock, easy company, maybe rangers. At higher vets, elite units take so little damage, even from units designed to counter infantry like the luchs which does “peanut damage” to elite airborne units. Maybe a buff to luchs damage? Factions like armor, infantry, and maybe iron should get a manpower building so they can scale late game and replace their losses. for the US factions you can use the base buildings like you used the base building for artillery and the bunker for IW. IW roadblocks should be free, and the pak emplacement might do well with going from 480 to 400 manpower. they should give this doc some strength in defending their positions from rushed armor while under mortar spam. Also the flak emplacement could use some more damage resistance. It dies way too easy. decrease the CP to unlock rangers from 4 to 3, and the cp to unlock assault rangers from 3-2, combine medal of honor with assault vest and give the riflemen part of infantry doc actually some good abilities. My idea is: Rifleman ingenuity > supple cache > repple depple > leadership Rifle ingenuity would be something like the field craft of the engineers/arty doc, letting rifles build some sort of light emplacements, for, like 2-3 CP, supply cache could give riflemen some new equipment like shotguns or something similar or even unlock the automatic bar the rifles currently get when platoon command post is finished, repple-depple unlocking the manpower building and combine Replacement Depot and rapid deployment, leadership giving the captain squad some extra men, the commission ability and some good auras. The current abilities are very weak and boring. I know mongalong has a lot of great ideas for armor, but i just would like to again suggest to have a manpower building and add a few changes to the production part of the doc, turn it into: fuel dispatch > american war machine (combines the reduced time and cheaper tank upgrades)> Tank Support depo unlock: the tank depo gives you access to the wet storage upgrade and makes the manpower tick go up. I just think some US doctrines and Iron will should get more manpower, b/c of how they play, as it would make them more balanced and is historically realistic (IW is a doctrine that has units from many different nations, so more manpower, and the US is the US), but to tie it to a building/unlock so a faction cant just floor the early game with a bunch of units. That’s all i got for now.[/quote]

     

    US infantry already has replacement depot, and iron will got the fuhrerbefiel that gives you extra manpower income for no cost, although i do agree rangers could use a bit of a cost reduction.

     

    also, the pak 40 emplacement iron will gets, maybe it should have APCR rounds aswell as/instead of having its price reduced to 400manpower. maybe make APCR default :P? but that might be OP

    • This reply was modified 6 years, 2 months ago by 123nick.
    in reply to: The Balance Issues Thread #6217
    123nick
    Member

    right now i think US artillery’s wolverines are a tad bit OP, with them being both artillery and anti tank, and relatively cheap at that as well, not to mention becoming better AT in the form of jacksons in case you need that. id say make the wolveirne indirect fire barrage unlock 4 CP instead of 2- it sounds like a lot but it really is quite a strong ability, imo. to keep the total point count at 32 you can reduce the CP cost of divisional and battalion artillery unlock by 1 because those are a bit overpriced, regardless of their power, especially when the 1st 2 unlocks are 3 CP total which is also expensive.

    another option would be making the barrage not a default ability, and having it require a upgrade to each individual wolverine to be usable.

    • This reply was modified 6 years, 2 months ago by 123nick.
    • This reply was modified 6 years, 2 months ago by 123nick.
Viewing 15 posts - 61 through 75 (of 75 total)