3 rifles 1 ranger, rifles foward mines, foward medbunker, early blitz nades, early zeal...
Ye but these strategies aren't any weaker because of later cp usage?
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3 rifles 1 ranger, rifles foward mines, foward medbunker, early blitz nades, early zeal...
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Ye but these strategies aren't any weaker because of later cp usage?
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Essentially it means that they get a disadvantage for being chosen earlier, cuz then in comes armour, and pretty hard to tackle calliopes with kt
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Changing the CPs is silly- you're changing it because it's not logical rather than because it's bad for balance. It's a small change, but by upsetting it there are so many other things affected.
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Also i think you should take a look at the 57 atg, its aiming time is slighty higher than the PAK. It should be the same imo.
Also, i was thinking about the Flame Halftrack upgrade, what if you could buy it in T2 but it would require some fuel to do it, like 15-20, thus delaying T3.
Great job with the mortars, now they are worth using them, makes me wonder if 4 man crew AT's would be a good ideea also.
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Yes that is possible: it's called Can_harm_shooter
I might put it in, but doesn't it affect the gameplay around nades too much?
It's also possible to fire Panzerfausts out of houses what would people think of that?
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I think he meant damage to friendly units in general, not self-damage from explosives.
Actually most AoE weapons do more damage to friendlies(which are enabled ofc), because it does full damage to them at every damage-range, while against enemies most AoE explosives decrease as AoE range increases.
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In the same way, the ability of a sniper to hide in a house and not shoot.
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- Panzerfausts can be shot from buildings
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