Its me boykisser'90 long time hippler fan (as you can see from my deployment where I had an armoured div so I didnt attack into a giant hill potentially covered in ATGMs) only comment I have is that I couldnt have pushed a BMP-1K recon up mid incase there was an M60 he could have just pushed it forward and nuked my BMP for free essentially. But yeah I need to work on using more recon in with my tank blobs and about the RM-70 stuff uhhh me and 50 cal box enjoyer play against eachother *alot* (we just do friendly 1v1s) in the same vc and he gets very annoyed by my usage of RM-70 hence why I bought it first tick, it was a morale attack as much as a strategic one. PS: I dont use the napalm RM-70 cause its just so crazy expensive and supply hungry that I find it hard to justify 2 minutes income on something that cant do anything in a town fight, with my tanks Ill win in the open field anyway so Id rather just have more power against infantry blobs in cities. But yeah yahhhhhhhhhhhh gg!
I really wish reservist functioned more like disheartened where it just makes the unit take more suppression without affecting the other stats, I know it’s heckin realistic or whatever for reservists to be worse at fighting than regulars but it’s not fun
9th really does need to be significantly nerfed. It's really the only Div I feel that allows the player to make absurdly horrible plays and still win because the amount and cost of tanks with the resolute trait is just so rubbish.
I don't believe it cancels it out entirely, but since it gives an extra rank of veterancy within its AOE it reduces the suppression debuff on reservist units.
Obviously reservists in reality are not going to be as effective as full time soldiers but the current debuffs are just silly. i dont see how only running around in circles only on the weekend rather than in the week makes you 50% more scared of incoming fire. What is funny is that the various TA "terrier" units in Warno dont get the trait even though the British Territorial army is probably the most analogous thing to what the US National Guard is in Warno. --> NO ONE TELL EUGINE I think a potential fix would be to have diffrent tiers of debuffs.... Call the debuffs something like "Disheartened" and "Reservist". This would mean units could be balanced on a case by case basis rather than a "one size fits all" draconian debuff Disheartened should apply to units like civilian west german police and all the spammy garbage from KDA (makes sense given they are factory workers with RPGs and civilian border police going up against fully equipped military units). Current 50% supression debuff. The Reservist trait would apply to actual Reservist units. They should still have some kind of suppression debuff, but a much-reduced version of what's currently in the game. Also, remove the current rate-of-fire debuff, but add a lock on veterancy.
It is funny indeed that the Terriers don't get the reservist trait. If you read the original Devblog for the 24th Infantry Division, which is when the N.G. units were first added, basically the premise is that the 24th Infantry was supposed to deploy to Desert Storm with a National Guard brigade to bolster its strength, but decided not to bring them because the brigade was thought to be "unfit for duty". Specifically what Eugen **doesn't** mention in their devblog is not that the soldiers were unwilling to go, it's that they needed an additional 2-3 months of training. So it would be alright if they were at zero vet, but being volunteers and not conscripts, there's a more tenuous case for them being "disheartened". Obviously as you said, there has to be some kind of difference between volunteer reservists and literal conscript draftees or policemen pressed into combat roles in a warzone.
I'm pretty sure Terriers didn't get the reservist trait because apparently in lore they were trained to be on higher alert than the other reservist squads, (Source: Word of mouth). Still, Reservist is a dumb trait and the penalties are straight up just not worth it for to save an extra 5 to 10 points unless they're like 10-12 men units who's entire job is to be meat shields. So unless they change the reservist trait to only affect stress build up or make them way cheaper like 20 to 30 points cheaper they're straight up almost never worth it in a deck unless they are the aforementioned meat shields.
Hydrogen bomb vs coughing baby division matchup
Four Yahs for four kills
Watching these videos in earnest now and they're very funny. thank you for your service
I used to love 35th before the nerf. Many such cases
GG for the struggling PHD student
Its me boykisser'90 long time hippler fan (as you can see from my deployment where I had an armoured div so I didnt attack into a giant hill potentially covered in ATGMs) only comment I have is that I couldnt have pushed a BMP-1K recon up mid incase there was an M60 he could have just pushed it forward and nuked my BMP for free essentially.
But yeah I need to work on using more recon in with my tank blobs and about the RM-70 stuff uhhh me and 50 cal box enjoyer play against eachother *alot* (we just do friendly 1v1s) in the same vc and he gets very annoyed by my usage of RM-70 hence why I bought it first tick, it was a morale attack as much as a strategic one.
PS: I dont use the napalm RM-70 cause its just so crazy expensive and supply hungry that I find it hard to justify 2 minutes income on something that cant do anything in a town fight, with my tanks Ill win in the open field anyway so Id rather just have more power against infantry blobs in cities.
But yeah yahhhhhhhhhhhh gg!
You have a pay2win division, I have a pay2lose division. We are not the same
I mean, my brother in Allah, why choose 9th if you will play it as 7th, embrace the BMP-2 spam and bathe in Napalm.
@@fjthatguy9496 Thats right babe :3 but you are the one who keeps picking it
I really wish reservist functioned more like disheartened where it just makes the unit take more suppression without affecting the other stats, I know it’s heckin realistic or whatever for reservists to be worse at fighting than regulars but it’s not fun
9th really does need to be significantly nerfed. It's really the only Div I feel that allows the player to make absurdly horrible plays and still win because the amount and cost of tanks with the resolute trait is just so rubbish.
Hippie the CV can cancel disheartened like sd2?
I don't believe it cancels it out entirely, but since it gives an extra rank of veterancy within its AOE it reduces the suppression debuff on reservist units.
No, you need the military police for that.
I know that, I wanted to make a suggestion but it was phrased wrong
amazin
mmmh when did they added the m16a1??
The A1 is used by all the NG infantry so when 24th was added.
Gg
Divisions entire shtick is shitty infantry spam. Balance man: I think I will remove the spam without removing the shitty infantry.
GG
gg
35th is so bad XD it needs a couple of cards of NG M1 Abrams and more Inf slots
Obviously reservists in reality are not going to be as effective as full time soldiers but the current debuffs are just silly.
i dont see how only running around in circles only on the weekend rather than in the week makes you 50% more scared of incoming fire.
What is funny is that the various TA "terrier" units in Warno dont get the trait even though the British Territorial army is probably the most analogous thing to what the US National Guard is in Warno. --> NO ONE TELL EUGINE
I think a potential fix would be to have diffrent tiers of debuffs.... Call the debuffs something like "Disheartened" and "Reservist". This would mean units could be balanced on a case by case basis rather than a "one size fits all" draconian debuff
Disheartened should apply to units like civilian west german police and all the spammy garbage from KDA (makes sense given they are factory workers with RPGs and civilian border police going up against fully equipped military units). Current 50% supression debuff.
The Reservist trait would apply to actual Reservist units. They should still have some kind of suppression debuff, but a much-reduced version of what's currently in the game. Also, remove the current rate-of-fire debuff, but add a lock on veterancy.
It is funny indeed that the Terriers don't get the reservist trait.
If you read the original Devblog for the 24th Infantry Division, which is when the N.G. units were first added, basically the premise is that the 24th Infantry was supposed to deploy to Desert Storm with a National Guard brigade to bolster its strength, but decided not to bring them because the brigade was thought to be "unfit for duty".
Specifically what Eugen **doesn't** mention in their devblog is not that the soldiers were unwilling to go, it's that they needed an additional 2-3 months of training. So it would be alright if they were at zero vet, but being volunteers and not conscripts, there's a more tenuous case for them being "disheartened".
Obviously as you said, there has to be some kind of difference between volunteer reservists and literal conscript draftees or policemen pressed into combat roles in a warzone.
@@ndx6779 Agreed. They should work like the east german reservisten squads, no disheartened trait but vet locked at 0 vet
I'm pretty sure Terriers didn't get the reservist trait because apparently in lore they were trained to be on higher alert than the other reservist squads, (Source: Word of mouth). Still, Reservist is a dumb trait and the penalties are straight up just not worth it for to save an extra 5 to 10 points unless they're like 10-12 men units who's entire job is to be meat shields.
So unless they change the reservist trait to only affect stress build up or make them way cheaper like 20 to 30 points cheaper they're straight up almost never worth it in a deck unless they are the aforementioned meat shields.
ffs delete runescape