Tiger1996 wrote:However, judging their role is quite debate-able... I mean, yes! StormTroops are frontline infantry.. but only until the veterancy unlock, that's when they become infiltrative infantry units as well. And that's what you pay the Command Points for! They have better HP and so on, but they also cost more and require a lot of ammunition to upgrade them in order to become combat effective...
Role of a unit is not debatable. Storms are front-line infantry, intended support other tanks in the doctrine during break-through operations. You pay the CPs to get more abilities and mainly the damage reduction which further helps them survive during assaults. The crawl ability is there to help a player get close before getting shot at - this has been there for years and it is a remnant of the times when Maultier was a lot weaker against emplacements so the crawl could be useful when you tried to get rid of an emplacement. The ability at Storms is not there to equip them with Schrecks, crawl to enemy tanks and blow them up. You don't really need that tactics in a doctrine which has access to PIV H/J, Panthers and Tigers. So as I said - roles of units are not debatable, it is set during the development process. If you use the unit for another purporse, fine, but don't complain that it is lacking in that role.
Tiger1996 wrote:And I don't see how shooting a Shreck from a crawling position after paying 5 Command Points, is somehow a big deal...
It is not a big deal, but it is not something we want them to be capable of and given their role and overall capabilities of the doctrine it is not even needed.
Tiger1996 wrote:the Demo Storm squad (4 men) also loses the crawl ability as soon as they pick a Shreck!
You speak how it's justified for the PE Sabotage squad since they are only 4 men, well.. what about the Demo squad then?
There is clearly a flaw here, something is not right.
You can see that I mentioned more factors than just number of soldiers - e.g. the HP which is also 95HP, they also get bonus damage reduction from unlocks, all the abilities of BK doc affect them too and the overall AT capacity of the entire doctrine. It's not like the doctrine has some limited amount AT options as it is.
Tiger1996 wrote:If their cannons are the same, they should behave the same... That's a totally different aspect.
My example on the other hand is more in this following direction;
If they are both heavy tanks, then they should both be able to crush hedgerows and trees.. just as they already do it now.
The point was that you take only some things that the units have in common and say that they should act the same in some situation, but you ignore all the things they DON'T have in common - these things make them different units and thus they DON'T have to act the same in same situations.
Tiger1996 wrote:So, to make my point even clearer.. here is another example; You can't remove the camo ability from the Axis 50mm AT guns, under the excuse of "making them different" from the Allied 57mm AT guns of the same tier...
Of course you can. Give to the unit a different advantage which outweights the lack of camo and it can work. Don't ask me "what" the advantage would be. For AT guns the options are limited but infantry squad has options.
Tiger1996 wrote:just imagine the CW AT Boys without camo ability and you would then quickly realize what I mean... They will never get the chance to catch the fast moving light vehicles or score any hits this way.. since they can never ambush them, and they also wouldn't have any range advantage either!
I hope you can get my point... I get yours, though.
I get your point but your presumption is false. BOYS without camo would be screwed but as I said - loss of camo would need to be appropriately compensated by another ability, options or some tweaks. For example if you tweak them that they actually can hit something withou camo and a hit would have a high chance of damaging engine, then one shot has high chance of limiting movement of the target and then you can finish it off. This is just quick example, not thought through too much so you will be able to come with some "this wouldn't work because (reasons)" but it shows what I mean.
Warhawks97 wrote:When you said the rifle will keep its capabilties and the way high damage is dealed per shot.
How so? I said "tweaks to accuracy and overall damage".
Even accuracy alone can change a lot. Let's say that you have a weapon which fires every second, has 100% accuracy, 100% penetration and deals 200 damage per hit. If you were to calculate "average DPS", it would be 200. Now, you can lower the accuracy to 80%, what will be the average DPS? 160. "DPS" does not really reflect CoH due to RNG but the lower accuracy already means that more shots will not hit, each miss is opportunity for the attacking unit to kill the squad (or at least make them retreat) and this would be easier because I said that drop in HP and possibly the number of soldiers in squad would be possible.
I noticed that your approach to topics often becomes sort of "there are two ways to do this: my way and the wrong way"...things are rarely this "black or white".
Tiger1996 wrote:it's released.
Is it released? I sent the files to Wolf but he hasn't let me know if he released it yet or not. Maybe he forgot, if so I will check it and make an announcement topic.