April 24th Patch Notes Discussion
Posts: 155
soviets
Posts: 53
Posts: 2693 | Subs: 1
Figured some smartass would point this out. I wasnt comparing the pens of both tanks, only the health.
Penetration decreases with range. Especially for low-velocity guns like the ISU 152 has. The ISU-152 will still not be a long-range anti tank gun like the elephant, but now it won't be so easily killed from up close. It might now be actually something worth getting in a 1v1, rather than a free vet bonus for panthers or tigers.
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soviets back to being op again
And you conclude this from what exactly?
Posts: 412
In regards to call ins and infantry, i'd really like for the mechanised gren call in to come with G43's now instead of an LMG, makes much more sense with the change to those weapons. I think the pgren and gren mechanised call in's could be cheaper, costs allot of fuel for what your getting.
Nice to see a buff to the HMG's, felt the MG42 in particular needed a wee buff after the changes last patch.
Not sure about the artillery changes, always felt the howitzers are risky to go for in 1v1's for the cost. Love the hold fire ability on the Pak 43, now give it to normal AT guns please! :-)
Posts: 155
Posts: 17914 | Subs: 8
soviets back to being op again
Umm, if germans will not OP anymore, then that doesn't mean soviets will be.
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Permanently BannedPosts: 1734
Permanently Banned
elephant pen: 400. vs. isu 152 pen: 230.
400 > 230...
as a proud asian, i am personally offended that a literate person can be this bad at math.
ps. patch looks nice. can't wait to try it.
MVGame
Posts: 2053
The Pak-40 is going to be a prized object to capture for a Soviet player. Love it.
Everything German is still worth stealing by the Soviets. Super fast mortar shots, MG with wide arc, very useful pak tank killer.
T34's seem like they will wreck Stug III G's that aren't supported. You will need something to spot for the Stug to kill tanks at range. Less armor, health, and pen (as well as cost) means it is more of an assault gun than a TD. I will wonder how it will play.
Posts: 978
Cheap, spammable, low quality StuGs vs now tougher T-34/76s. Strange world. Are they going to get twoshot killed by everything now with less armor and health?
Will have to see but my expectations are very low.
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Posts: 157
KV-1
The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
Rear armor from 120 to 145
Reload from 4.75 to 6.2-6.8
Damage from 120 to 160
Health from 960 to 720
Manpower from 440 to 370
Moving scatter penalty from 2 to 1.75
Did pqumsieh forget to add the penetration buff to the KV1 like the T34's 100 or will it still be 80?
Posts: 1701
"better penetration and same health"
im sorry. i have no idea where i got ideas about penetration from. it must be one of those quarter age alzheimer people talk about. or it must be my damn restless leg syndrome interfering my brain activity.
Dude, your last comment was funnier than this one, your degenerating or what??
#Aerohank If thats true and Elefant doesnt drop pen at max range, this is good news for me
Posts: 381
Still think vehicles having different damage was a nice thing. 240dmg on the IS-2 was awesome. Why change it to 160dmg? I liked microing it with a longer reload and more damage: Driving back and forth between the shots. Now it will handle like the Tiger, thus I´m afraid it will lose its special charm.
Yea, we will have to see, but, the 240 with longer reload was good, not sure how this will add the AT of it.
Posts: 1595 | Subs: 2
Changes look good can't wait to try them out.
So much this.
Also, time for a ladder reset.
Posts: 471
Posts: 503
AOE Profiles
Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.
maybe shots were reduced to compensate for better aoe profiles
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