I second this, it feels right now. I also feel it comes at the right time too with the 11 CP.
It's almost there.
The accuracy feels good, but the extra damage is too much. It hits more often, therefore it doesn't need to do extra damage on top.
Posts: 578
I second this, it feels right now. I also feel it comes at the right time too with the 11 CP.
Posts: 2066
Posts: 2066
It's almost there.
The accuracy feels good, but the extra damage is too much. It hits more often, therefore it doesn't need to do extra damage on top.
Posts: 223
Posts: 578
It has a slow rate of fire, it is fine if you ask me.
Posts: 2066
It's one of the best units in the game. You need to be cautious about extending its performance on the boudaries of its capabilities. Better to adjust in the centre, not at the extremes. I.e. when it hits more often, its DPS increases - thereore pushing the damage extremes. To further enhance those edge cases with damage buffs is irresponsible.
Posts: 1890 | Subs: 1
Posts: 283
Some love for Pz4s?
Posts: 2636 | Subs: 17
I played it for around 10 hours now.
Soviets
- Smoke/White Phosphorus: Good changes I was wondering about the accuracy and scatter of the comet WP shell? It feels more accurate (which is good) than the normal shells.
- Artillery Cover Ability: The drawn ability and the onset delay feel good. I have seen my opponents dodge the anti vehicle shells and have dodged them myself too, the shell speed feels good. But now that I can dodge them easier and they have less AOE, I am not too sure if the loader stun duration should be 5 seconds, perhaps 6 would be better as it doesn't hit as often anymore and it is an expensive ability (not too sure though.. so take it lightly).
Posts: 593
Posts: 593
Posts: 2066
You are right on that. My ideal solution would be:
- Comet retains smoke shells
- WP shells get main-gun scatter (which means they become really inaccurate if they fire on the move
- Churchill/Comet tank grenades require Mills bombs to be researched
However, to make sure that the crucial changes make it through, I think it's important to approach this in baby-steps. Otherwise we risk invoking the wrath of the scope.
Unfortunately, there are very few people queueing for mod games, which means I haven't had the opportunity to personally test stuff by myself a lot. With few people queuing up, there's bad matchmaking, and I haven't personally faced or used Artillery Cover in a meaningful way.
On paper, however:
- Yes, perhaps gun loader critical duration could get increased, if the ability is UP. However I have no opinion on that, yet.
- The ability should be a decent, affordable generalist ability that covers a big area. The other 50% of doctrine's power should come from the forward observation post ability, which is currently useless.
Posts: 162
That's because forcing prioritise vehicles on AT guns/tanks would make it more difficult for them to wreck emplacements/trucks.
Hold fire is useful even for turreted tanks:
- You can use hold-fire micro to better time your shots, and thus avoid moving penalties
- For chasing a particular wounded tank in a target-rich environment. You don't want the turret to acquire other targets as you go for the dive
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Permanently BannedPosts: 2066
Its still need nerf OKW mark target.
Posts: 2635 | Subs: 4
Permanently Banned
It did. They nerfed it by 50%.
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Remind me, how many its cost ?
Posts: 707
That's because forcing prioritise vehicles on AT guns/tanks would make it more difficult for them to wreck emplacements/trucks.
Posts: 2636 | Subs: 17
That's...the point of microing your AT guns or tanks instead of A-moving them to kill an emplacement or truck?
Posts: 927
That's because forcing prioritise vehicles on AT guns/tanks would make it more difficult for them to wreck emplacements/trucks.
Hold fire is useful even for turreted tanks:
- You can use hold-fire micro to better time your shots, and thus avoid moving penalties
- For chasing a particular wounded tank in a target-rich environment. You don't want the turret to acquire other targets as you go for the dive
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