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MorgothParticipant
Never heard that they were shouting “grenade” when somebody was shooting rifle nade at them, but it is rather easy to notice a gliding projectile followed by the disctinctive white tracer. Moreover u can see a forego animation of grenade beeing bring out etc, and squads that are going to use a grenade often make some characteristic movement patterns like sprint and stop and so on. But the most important thing is to simply be aware that when the range is getting close nades are going to be used. To be honest i do not find current grenade fuse time too short. You are right that it is not historically accurate 4,5 s, however we have to remember that in wikinger mod it is not possible to “cook” a grenade which was often used by soldiers to “shorten” a fuse time. I think that current value is a quite good compromise between a realism, game mechanics and micro skills needed. Imho in close combat it is often difficult to place a good nade, (when there is no many units involved and players are paying attention). Additional 0,5 s would be acceptable to me, but 1,5s could possibly ruin a micro intensive infantry combat changing it to simpler firepower reliant form. Now a skillful player can still beat relatively stronger infantry squad with a well used terrain(not only by taking cover but with a good pathfinding scheme, properly used sprint or prone abilities)/well placed nade.
MorgothParticipantIncreasing dispersion is not a good idea due to several reasons. First of all Stuka zu Fuss already combines innaccuracy with short range which makes further increase of dispersion difficult to achieve. Second fact is that it’s not concentration of a salvo what makes her deadly. American “circus” is so tightly packed that even one rocket will completely obliterate buildings when the base got hit. In fact ability to cover large area with fire makes Walking Stuka extremely dangerous to more “spreaded” bases of Wehrmacht and Soviets. Imho the most important thing to do is to delay introduction of Stuka into battlefield and increase cooldown of her abillity. There are maps where u can completely wipe out someone’s base in less then 10 minutes, when both sides didn’t make any serious unlock in tech tree(especially when playing large team games). The last thing which could be done (im not very enthusiastic about it) is some minor reduction to damage dealed to base buildings(but only to base buildings).
MorgothParticipantI think that Stuka zu Fuss should need a tech tree unlock to be produced. Moreover cooldown could be a little longer. Now u can fastly tech to tier3, build it and with one sneaky salvo win the game. It’s not even the matter of pure firepower, mixsture of availability, low cost and firepower makes this thing totally unbalanced.
- This reply was modified 7 years, 1 month ago by Morgoth.
MorgothParticipantI’ve just played first 3.1.6b match and I can say that there are several problems. First of all after loosing main building as Luftwaffe u cannot call pionieers to repair your building. There is still “call Sturmpioniere” ability and due to they recent replacement with Luftlande Pionieers u cannot do this. Moreover ive noticed that computer can attack your base with aeroplanes (at least with mg straffe). What was really strange was the fact, that after second destruction of my hq(played as Wehrmacht and the killing blow was delivered by Churchill Croc – maybe it has some importance) there was a great hole in the ground 😀 It was impossible to repair the main building, and u can even hide a tank in that hole XD.
MorgothParticipantWell, to be honest im not sure about different rifles damage output. They don’t destroy halftrack with one shot (at least german rifle cannot do that), but they have quite high damage per minute for sure.
MorgothParticipantThe fun fact is that bug affects allied weapon teams with captured german mgies also, so it looks like it is somehow connected with weapons not weapon teams.
MorgothParticipantThat’s funny how different players come out with different solutions for same problems 😀 Personally I always make a medic, and never medic station. Medic is dirt cheap and he really don’t need to “run with units”. His place is in base and when your units retreat to reinforce, you simply need to activate his healing ara. It’s true that it absorbs your micro, but in early game it’s not a big deal. When u retreat 2 squads majority of your forces are in fact in base 😀 As Olhausen said, it’s a choice between spending ammo which in early game is precious, or 40 manpower, which is less then 2 reinforced volks.
Reason why i don’t build medic station is that for 200 manpower i prefer to build ammo cache or fuel cache and even more important – that it’s almost as costly as medic halftrack or ambulance(they are available very early) and it’s not mobile. But it could be usefull for early rush or on the bigger maps.
- This reply was modified 7 years, 2 months ago by Morgoth.
MorgothParticipantHi 😀 Is your steam nick ReinhardT ? 😀
MorgothParticipantThanks for investigating! Hope you guys will remake it in some interesting way (it could works like hitting weakest armor plate for example). This abillity have some potential nad now it;s way too expansive to use if it not works against heavy tanks.
Thanks again!
MorgothParticipantGreat! Many thanks ! 🙂
14/08/2017 at 10:29 am in reply to: Idea to make builder units more viable mid/late game–give them flame! #3683MorgothParticipantWell, it’s a good idea to make them a little bit more useful, but im not sure if giving them a flamethrower is best what we can do. The question is if we want them to stay as a non armed unit, or not. But they could be more useful with some additional ability. For example they could be able to set a “repair point”. They could repairs vehicles or buildings within some range similary to repair station. However they would be more vulnerable to enemy fire.
- This reply was modified 7 years, 3 months ago by Morgoth.
MorgothParticipantLooks tasty 😀 Thanks for youtube video!
MorgothParticipantGuys, just quick “thank you”. New patches are awesome, especially price changes. 😀
MorgothParticipantI know that you wrote this some time ago and new patch was released, however i think that u made some interesting points about airborne doc, so i would like to join discussion.
1 I disagree
2 Sounds reasonable
3 Strongly disagree, mgs are very well made imho(with exception of those mounted on tanks strongly lacking pinning down capabillities) they simply do their job
4 strongly disagree one more time – pinning down by mortars is a necessity
5 well, im not sure to be honest
6 same situation
7 100% agree, it should also costs some fuel imho
8 ure absolutelly right
9 im not really convinced, it strongly depends on map
10 ure totally right
I would say that i personally feel Airborne command squad a little bit to powerfull. Its not about fire power, but they are simply to hard to pin down. Marauder bomber ability is also to powerfull, it;s mostly due to poor efficiency of AA systems. They often run a bombardment totally ignoring strong aa fire, like ostwinds, 20 mils etc. Ive lost some matches(generally speaking i was doing better than the opponent) played as Waffen due to this ability, because it easily wiped out my forward base(than the “regular” one) even strongly supported with aa defence. It’s mostly an AA issue, however airborne doctrines abilities are extremely strong due to this imperfaction.
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