ISG/pak still unfun
5 Dec 2015, 23:06 PM
#1
1
Posts: 927
ISG/pak howitzer is still what makes this game just unfun to play. GJ relic in designing the most frustrating unit you could come up with.
6 Dec 2015, 09:57 AM
#2
Posts: 758
least they dont suppress no more especially the axis pew pew gun ugh that was one annoying son of a bitch to deal with
6 Dec 2015, 10:04 AM
#3
Posts: 589
leave supression off and add auto rotation again, or at least widen the damn arc.
6 Dec 2015, 10:08 AM
#4
Posts: 1144 | Subs: 7
leave supression off and add auto rotation again, or at least widen the damn arc.
auto rotation is already in.
6 Dec 2015, 10:24 AM
#5
1
Posts: 927
It has huge range with great accuracy.. you cant dodge its shots like you can with mortar since mortar rely on splash damage but relic in their wisdom gave them sniper accuracy which leads to very bad and unfun gameplay. Even if you retreat a squad before the shot lands it will still hit because due to the great accuracy it was already rolled as a hit. Thanks Relic.
6 Dec 2015, 11:33 AM
#6
Posts: 611
The issue i have is the effect lag can have when trying to dodge Isg and pack howie.
Sometimes i hear the Isg fire and move my squad immediately but still get hit.
Other times not so bad.
I think it negates good positional play and forces a more mobile aggressive flanking style. It really renders cover irrelevant and your really forced to kindoff bumrush the isg otherwise you will just be bombarded to death.
Sometimes i hear the Isg fire and move my squad immediately but still get hit.
Other times not so bad.
I think it negates good positional play and forces a more mobile aggressive flanking style. It really renders cover irrelevant and your really forced to kindoff bumrush the isg otherwise you will just be bombarded to death.
6 Dec 2015, 12:19 PM
#7
Posts: 14
Back before they made paks/isg fucking monsters they brought their price down. Now that they are stupid powerful they need a price hike again.
6 Dec 2015, 13:06 PM
#8
Posts: 935
ISG 330 now 329,99 mp only
6 Dec 2015, 14:12 PM
#9
Posts: 125
It's already better than the mortar due to the longer range, no idea why it should excel at any other aspect as well.
6 Dec 2015, 14:26 PM
#10
Posts: 2272 | Subs: 1
we have come through things which were much more frustrating.
6 Dec 2015, 17:13 PM
#11
Posts: 8154 | Subs: 2
They are 330 and 380 mp vs 240mp of the normal mortars
They can't retreat and need clear LoS so they can't hide behind hedges or houses to protect themselves.
Pack howie needs a crew of 3 to operate and has 80 range. While the barrage has double range, it only fires 3/4 shells.
Popcap is 9 for ISG, 11 for Howie vs 6 for both mortars
IMO:
-Both ISG and Pack Howie should regain suppression but only on it's manual barrage
-Nerf RoF/Scatter values on auto attack (or i'll rather have them removed the autofacing. Prefer it that way)
-ISG vet 1 shouldn't be a passive buff, rather than an ability. Cost muni, locks down the ISG on one direction and increases range and RoF.
On the other hand, they coul recover hollow charges and make it a toggleable munition. HE/AT shell and remove the extended range thing (which was a lazy fix)
They can't retreat and need clear LoS so they can't hide behind hedges or houses to protect themselves.
Pack howie needs a crew of 3 to operate and has 80 range. While the barrage has double range, it only fires 3/4 shells.
Popcap is 9 for ISG, 11 for Howie vs 6 for both mortars
IMO:
-Both ISG and Pack Howie should regain suppression but only on it's manual barrage
-Nerf RoF/Scatter values on auto attack (or i'll rather have them removed the autofacing. Prefer it that way)
-ISG vet 1 shouldn't be a passive buff, rather than an ability. Cost muni, locks down the ISG on one direction and increases range and RoF.
On the other hand, they coul recover hollow charges and make it a toggleable munition. HE/AT shell and remove the extended range thing (which was a lazy fix)
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