I don't like the reduced faust range on volks....
Reduced is a strange way of putting it. Same range as snares on riflemen (until vet 3), cons, royal engineers, and tank-hunter infantry sections. Why should it be longer?
Posts: 3423 | Subs: 1
I don't like the reduced faust range on volks....
Posts: 2458 | Subs: 1
Reduced is a strange way of putting it. Same range as snares on riflemen (until vet 3), cons, royal engineers, and tank-hunter infantry sections. Why should it be longer?
Posts: 956
Reduced is a strange way of putting it. Same range as snares on riflemen (until vet 3), cons, royal engineers, and tank-hunter infantry sections. Why should it be longer?
Posts: 1594
Reduced is a strange way of putting it. Same range as snares on riflemen (until vet 3), cons, royal engineers, and tank-hunter infantry sections. Why should it be longer?
Posts: 3423 | Subs: 1
Allied Clown cars.
Posts: 13496 | Subs: 1
I've never really understood why people compare Panzerfusiliers to Penals of all things, when they wish to talk about PFs' strength. ..
Posts: 3423 | Subs: 1
and the British do still have their Sniper Snare. "Stun Shot" on PAKs and Stugs I feel is not quite comparable, before anyone mentions it.
I'm not exactly sure Volks "need" a longer ranged snare, like Grenadiers have, but I can certainly see how it could be argued they perhaps "should" have it.
Honestly I would like if they got it earlier at the very least. They're terribly vulnerable to certain light vehicle strategies, to the degree that PF doctrines are often used "solely" to help mitigate that weakness.
Posts: 1594
The British sniper "snare" doesn't effect the movement speed of tanks, so that's a stretch. If you count that but don't count the pak and stug abilities that makes no sense to me
None of those are good reasons to give volks a longer range snare by default
It could be argued that they perhaps should have it? Can you just take a stance if you're gonna respond to mine?
Doing this as they are nerfing light vehicle strategies across the board doesn't seem like a good idea
Posts: 449
Is Grenadier's early Faust not a problem, incidentally? An earlier Faust for OKW wouldn't be going to give them some unique strength there, it would just put them relatively close to par with OST against early ULVs. (Lower range on their fausts, but OKW do not build team weapons early, and so would generally have an extra snare-capable squad over OST)
Posts: 1594
Honestly I would prefer longer range on the Faust as a buff rather than earlier Faust. Earlier Faust affects all 3 factions (although WC51 is doctrinal). My main gripe with Faust is that the really short range is just extremely frustrating when trying to snare anything that isn't slow.
Posts: 449
It would be quite a big buff for the lategame. I mean, it's not as though Volks are fantastic infantry at that point in the game though.
Posts: 3423 | Subs: 1
This is still an ability to snare at range that OKW simply does not possess.
Im not sure what you want. I stated my stance, I don't think volks necessarily need a longer ranged snare. How much more clear do i need to be?
When you say these strategies are being nerfed "Across the board", you're just talking about the T-70, AEC, and WC-51, right? The WC-51 is going to be somewhat less dominant, certainly, and the T-70 being toned down is certainly nice, but they're still going to be very powerful units, the AEC isn't exactly built for its ability to obliterate infantry, incidentally.Also: Only the WC-51 would be affected by an earlier Faust timing, given that the T70 and AEC come onto the field after an OKW player will have placed his first truck.
Posts: 1044 | Subs: 1
snip
Posts: 1594
Okay but why is that problem?
I mean your last post you gave reasons for them to have it, and then gave the very confusing statement that I was referring too
The m3 is also getting an armor reduction in exchange for health. That trades survivability against infantry for help against mines. Increased range would effect all light vehicles too, like I said it seemed like you were arguing for that too
Who said they weren't powerful? Were getting way offtopic here. Especially with talking about grens who are part of a whole different army
Posts: 1614 | Subs: 3
The M3 increase in health/reduction in armour isn't "Trading survivability vs infantry for survivability vs mines". That was a buff. It is similiarly survivable against infantry, while being less prone to dying instantly to mines, and being somewhat less vulnerable to AT guns and the like.
Posts: 1594
Live:
200(5.4/1) = 1080 eHP again small arms
Preview patch:
240/(1/3.8) = 912 eHP again small arms
Which translates to about 15.5% less survivability against small arms.
Posts: 17914 | Subs: 8
Live:
200(5.4/1) = 1080 eHP again small arms
Preview patch:
240/(1/3.8) = 912 eHP again small arms
Which translates to about 15.5% less survivability against small arms.
Posts: 956
Live:
200(5.4/1) = 1080 eHP again small arms
Preview patch:
240/(1/3.8) = 912 eHP again small arms
Which translates to about 15.5% less survivability against small arms.
Posts: 2458 | Subs: 1
Posts: 1614 | Subs: 3
Why would nerfing the M3 against small arms fire be a good idea? I am confused.
2 | |||||
4 | |||||
1 |