Also buildings seem more intuitive now. Stukas won't one shot them and they seem a little sturdier in general.
I wonder how it will reflect over Soviet Forward HQ ability....
Posts: 42
Also buildings seem more intuitive now. Stukas won't one shot them and they seem a little sturdier in general.
Posts: 1970 | Subs: 5
Posts: 17914 | Subs: 8
In general I think soviet forward HQ will be much more viable now but I have yet to test myself or see it in action.
Posts: 129
what, the kt eats is2 alive in a brawl. there's almost no contest here. more hp and much more frontal armor. i dont see how the is2 works against the kt.
Posts: 76
Posts: 578
Posts: 1740
Posts: 954
Grenades seem to be over-performing vs buildings (I don't mean garrisoned units, but the building itself). I don't know whether it was full health or not, but I was garrisoned in the farmhouse next to the munitions point on Kholodony Summer (in the north) when the AI's AssGrens assault naded it.. Even though I got out in time, the building went down to 3-5 grenades. Kappa
On another occasion, the central farmhouse on Kholodony Summer came down to 5-10 % health after a Pgren bundled nade went off in it.
Posts: 1144 | Subs: 7
Posts: 665
what a shit attitude
Posts: 1158
Posts: 115
I don't know if anyone has mentioned it yet, but the flak ht was fixed and is now a murder machine. Any infantry approaches on this thing is a swift death. The projectiles are not hitting the ground early, so it's extremely effective.
I don't notice the input fix much, but what I do notice is far smarter behavior. What the UI is displaying to you is what will happen. It's quite amazing in a hard to explain way. Like that itch on your back you couldn't reach is not only soothed, but gone.
Buildings are acting very strange. I have played a 3v3 on oka river. The first engagement I saw a shack collapse. It was in the middle, Rifles in the church and grenadiers behind the truck. The little shack next to the truck must have taken some stray bullets and just dropped. No one occupied it.
Posts: 42
I don't know if anyone has mentioned it yet, but the flak ht was fixed and is now a murder machine. Any infantry approaches on this thing is a swift death. The projectiles are not hitting the ground early, so it's extremely effective.
I don't notice the input fix much, but what I do notice is far smarter behavior. What the UI is displaying to you is what will happen. It's quite amazing in a hard to explain way. Like that itch on your back you couldn't reach is not only soothed, but gone.
Buildings are acting very strange. I have played a 3v3 on oka river. The first engagement I saw a shack collapse. It was in the middle, Rifles in the church and grenadiers behind the truck. The little shack next to the truck must have taken some stray bullets and just dropped. No one occupied it.
Posts: 1158
Posts: 1144 | Subs: 7
You can't get near it not in it's range or your unit could die instantly. The range circle showing it's range is still unfixed so it can shoot far than what the game tells you becoming even more dangerous because your units die faster now.
I still don't understand why it has to be so powerful, it just penetrates a Jackson or Sherman like if they were butter. As if OKW didn't have enough AT power already.
Posts: 32
And not a single thing of value was lost.
As I've said, I'd much rather these units be worthless than ridiculously OP.
Posts: 115
hes referring to the flak halftrack, not the flak gun on top of the schwerer hq
Posts: 589
Yea, and while there at it they can add other overpriced units with no value well, Perhaps an IS-3 Call in where you have to use WASD for movement and attack ground to aim.
Why are we trying to make the game more convoluted for new players? inb4 "my isu-152 / jagdtiger wont attack" posts.
Posts: 786
39 | |||||
39 | |||||
18 | |||||
7 | |||||
14 | |||||
8 | |||||
2 | |||||
2 | |||||
1 | |||||
1 |