Changes from dev brief
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SPA vehicles can now move and fire while travelling at first gear speeds or slower.
Amazing change -
Adjustments to SPA firing behaviour so that rounds now travel more directly toward their target.
Very good change -
The range calculation has also been corrected, meaning raising the barrel now increases range as expected. This should also reduce instances where shells followed unnatural trajectories.
Good change also -
The operational range limit for SPAs has also been removed
1000% support this change very much needed! -
Balance adjustments and stat changes to help differentiate each SPA vehicle
I'm glad that our previous feedback was taking into consideration this change is good but needs tweaks.
Overall I had a lot of fun in the short time that we had in the Experimental with these vehicles then I have since the first iteration of them.
Vehicles Designation
The designation as a SPA is still not the best choice and should be renamed to Assault Guns
Cost and crew
Armour costing Munitions doesn't make sense, it's confusing and already a resource that is oversaturated with abilities, should be moved to Fuel to fall in line with other vehicles.
With that fuel change it should be moved over to Armour role and allow for tank squads to man them. We don't allow for tank crews to make garrisons and OP's and with changes to these vehicles now makes it all that more important they can not do that.
Pricing still needs to reflect that of the vehicles capabilities and required adjusting
In depth thoughts
I'll be honest the changes made have brought these vehicles all but in name as Assault guns and while you've kept the ability for them to operate at long range, the testing we did, found they were more fun treating them as an assault gun pushing with infantry.
**The AVRE Churchill **is amazing, it's slow at 20 kph with heavy armour but ability to 1 shot a Heavy and having low ammo makes up for this with it's heavy bullet drop and it's whopping 16 second reload time. with higher cost to the other vehicles to represent this, This is what I expected when I heard Churchill AVRE, something to really instil fear into the enemy.
Brummbar also felt quite good maybe a tweak here and there for chassis rotation but overall great fun, heavy armour class, 11 second reload. Price needs changing when it has no Anti infantry capabilities outside of it's main cannon.
105MM This vehicle has all the bells and whistles of the Sherman medium, it's Medium armour, has capability to 2 shot heavy tanks with a 10 second reload , machine guns for driver and Gunner so lacking no anti infantry capability, price needs adjusting to reflect that this tank has a lot of potential, could even be over powered once experienced tank crews get into it and learn the ranging, I'd say it needs to have reduced chassis turning speed as it does have a turret to make up for that, unlike it's counterpart the Brummbar.
Bishop This thing is slow as a Churchill, 20 kph on a Valentine chassis, it's considered medium with 10 second reload, capable of killing a heavy in 2 shots, rounds seem to travel faster ( Could be wrong) Overall this vehicle doesn't seem to have much going for it, it's the only real Artillery vehicle in the game and may need some extra love here or there for it.
Panzer III This vehicle is considered medium with a okay speed to keep up with armour, however being able to pen a heavy with 3 shots from the front doesn't seem right at all. especially when it has a 7 second reload, that's quite something.
KV2 The KV2 needs to be classified as a Heavy, with 12 second reload and slightly faster than Churchill with 22kph, this thing in open maps such as Kursk/Kharhov would be easy pickings It was a Heavy Assault gun, and needs some love.
Bonus video of Brummbar knocking heavies around, I think the torque on these vehicles definitely needs adjusting
Continues below.
