Cruzz's The More You Know
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Posts: 367
soviet forward hq aura buffs my teammates too or just me ?
teamates to
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Aura generally do not stack...it should behave the same way as if both your and teammate called a Command panther or PZIV
+1
Both vehicles would benefit from eachother's aura however (where normally the command panther wouldnt)
Do multiple incindiary grenade stuck when using simultaniously in one place from few squads of volks? Vs Brits emplacements? Vs hmg? Vs hmg in buildings? What i mean is does rate of applaying damage is faster?
Yes, the damage received/output stacks
soviet forward hq aura buffs my teammates too or just me ?
Soviet forward HQ affects ALL allied units.
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Posts: 851 | Subs: 1
Some aura stack, other auras don't stack. Command P4 ability doesn't stack with itself. Command Panther stacks with itself. Soviet forward HQ stacks with itself. Thus, knock yourself out!
Thanks for the clarification Smith!
Offtopic, what has happened to Cruzz?
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I mean, if unit has veterancy like -20% weapon cooldown and -20% reload, will they stack or what?
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What's the difference between Weapon Cooldown and Reload? And can this two things be united as Reload?
I mean, if unit has veterancy like -20% weapon cooldown and -20% reload, will they stack or what?
Cooldown is the time between shots or bursts applicable (if the units is using a magazine) reload is the time to changing magazines or loading a shell.
The affect will increase the DPS if the unit uses cooldown and reload. Cooldown is more important the bigger the capacity of the magazine and reload is more important in single shot weapons.
Posts: 1389 | Subs: 1
Cooldown is the time between shots or bursts applicable (if the units is using a magazine) reload is the time to changing magazines or loading a shell.
Now it makes sence, thank you!
Posts: 474
Posts: 2636 | Subs: 17
Does anyone know what the status of the OKW medics is? Do they still heal at reduced rate? If so, will this be fixed in the WBP?
OKW medic still heal at the same rate as all other factions.
The only change that happened to OKW retreat point healing had to do with the decongestion QoL changes.
Posts: 474
OKW medic still heal at the same rate as all other factions.
The only change that happened to OKW retreat point healing had to do with the decongestion QoL changes.
Does that mean 5 or 8? Because I remember some patch notes saying it was increased from 5 to 8 to compensate for the side tech cost and then people claiming it was still 5.
Posts: 2636 | Subs: 17
Does that mean 5 or 8? Because I remember some patch notes saying it was increased from 5 to 8 to compensate for the side tech cost and then people claiming it was still 5.
It's still 5. All factions have 5.
Posts: 474
It's still 5. All factions have 5.
Is that correct or a bug then? What was the point of including the change in official patch notes if it was never the intention to make it 8?
Posts: 2636 | Subs: 17
Is that correct or a bug then? What was the point of including the change in official patch notes if it was never the intention to make it 8?
We treat 5 as the canonical version (i.e., not a bug), and don't intend on changing it. MedHQ is now, already, the safest tier for OKW, especially now that the FlakHT stopped being a 55-fuel self-imposed disadvantage. OKW has other means to amplify their healing rate:
- vet0 Medkits
- vet3 Volks passive healing
We don't intend to make the safer medHQ option any stronger in relation to mechHQ than what it already is in the WBP.
Let's continue this conversation in a feedback thread. This is off-topic for Cruzz's thread.
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Posts: 301
Machineguns and supression: Which bulletin its the best for buffing the mg supression? I've heard its between the increased accuracy and the increased supresion though it should vary depending on the mg
Posts: 8154 | Subs: 2
I got one.
Machineguns and supression: Which bulletin its the best for buffing the mg supression? I've heard its between the increased accuracy and the increased supresion though it should vary depending on the mg
You mean increase on Rate of fire?
Accuracy might increase "splash suppression", which affects nearby units.
RoF affects both, individual and splash. Can't remember well who it was, probably Lemon, but someone did a test on how bulletins affected it. There's not too much big of a difference most of the time.
Posts: 69 | Subs: 1
when you chasing something with your tank and want to shoot with maximum accuracy, you hit "stop" button, right. But does moving accuracy penalties disappear right when you hit stop button, or when vehicle completely stops?
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Dunno am I the first who ask this, but
when you chasing something with your tank and want to shoot with maximum accuracy, you hit "stop" button, right. But does moving accuracy penalties disappear right when you hit stop button, or when vehicle completely stops?
Right when you hit stop button.
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