[UKF] Lets talk about the churchill crocodile.
Posts: 162
My suggestion would be to restrict the churchill crocodile to only one commander (Special weapons fits the theme I guess) and create one ability for it to saturate an area with flames but on the other hand remove the autofire of the flamethrower. If that doesn't prove enough maybe reduce its movement speed just enough so it can't move around too fast.
What are your thoughts on this unit? How do you think it would bring something new/fresh and valuable to the game in a tactical level? How would you make it more reasonable to deal with?
Posts: 13496 | Subs: 1
...
What are your thoughts on this unit? How do you think it would bring something new/fresh and valuable to the game in a tactical level? How would you make it more reasonable to deal with?
Imo it would be allot easier to balance all flamethrower units if they did not have DOT.
DOT could be an ability that they player had to use.
The croc has received a number nerf in the last patch and I have not played enough with unit to form an informed opinion.
Posts: 2243
Posts: 956
This is exactly where target tables should come in and make it weak against paks and rakettens, while keeping its strenght against other stuff.
Posts: 64
Things that work for me:
-PAK40 at maximum range,
-Faust it., always you can, give you time. to finish the job.
-Engage with Medium / heavy anti tank
-Mines, Mines and more mines!., Specially that nasty from the SDKFZ 221. is a dead tank.
-Always try to avoid direct confrontation with that tank And all the surrounding bullshit (we are talking about Mortar pit emplacements, Escorting infantry, Sherman Firefly , etc
because the Synergy between those factors are awesome., May OKW troops can overcome around all that bullshit for their Superior numbers and Offensive oriented equipment., But OST don´t have that luck need to be 100% tactical.
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Posts: 320
Posts: 264
Croc is a lot of resources, so is that firefly. So you must have some advantage over your opponent or he's already winning so hard this is just the swift payment for allowing him to get this out of hand.
2 Pak's and some Stugs is pretty much how you take care of this. Sure, there's a firefly back there but you can easily field 2-4 STUG's for the price of his combination. The Croc will get pounded by STUG's at max range like the Paks, and by the time he can close in to make the Firefly useful, the Croc is defiantly going to be backing away from the situation, or probably dead (faust, i mean if he's busy flaming an AT gun he wont be flaming the faut, or vice versa).
Target Weak point his ass, and laugh as STUG's not only rip thru the croco, but can totally rape a Firefly. Firefly's are only good at max range engagements, get them to tango w/ more than 1 tank at a time and they have to back away from a fight... and lets be honest Stug's are amazing right now.
Best price for performance for a tank killer, and they just increased it AI capabilities and lowered the cost of the MG while still allowing it to punch holes in any medium tank, and reliably hit heavies (so few heavies anyways that they have to ever deal with).
Posts: 13496 | Subs: 1
...and lets be honest Stug's are amazing right now.
Best price for performance for a tank killer, and they just increased it AI capabilities and lowered the cost of the MG while still allowing it to punch holes in any medium tank, and reliably hit heavies (so few heavies anyways that they have to ever deal with).
Actually the Stug was better off before the patch. TWP got nerf.
The hmg has 4.3 DPS at range 40 which is not that impressive and it actually does not have the sight to fire at that range.
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.
Target Weakpoint changed from 15 second main gun disabled to a 5 second stun
Target Weakpoint damage from 160 to 80
MG 42 upgrade from 50 munition to 30
*MG 42 range from 35 to 40
Posts: 264
Posts: 13496 | Subs: 1
So you're calling a 5 second stun a nerf? Were you not around when the STUG's used to have the stun shot and it was nerffed into the main gun disabled? STUG's could chain shot it, and disable any allied tanks to the point they were wrecked. 5 seconds is a long time to be stuck in the field while 2-3 stugs are firing at you.
I am not calling it a nerf the moders are:
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced,
Posts: 264
Posts: 2243
Is there a particular game mode we're talking about here? I rarely see a croc used in 1's or 2's.
Croc is a lot of resources, so is that firefly. So you must have some advantage over your opponent or he's already winning so hard this is just the swift payment for allowing him to get this out of hand.
2 Pak's and some Stugs is pretty much how you take care of this. Sure, there's a firefly back there but you can easily field 2-4 STUG's for the price of his combination. The Croc will get pounded by STUG's at max range like the Paks, and by the time he can close in to make the Firefly useful, the Croc is defiantly going to be backing away from the situation, or probably dead (faust, i mean if he's busy flaming an AT gun he wont be flaming the faut, or vice versa).
Target Weak point his ass, and laugh as STUG's not only rip thru the croco, but can totally rape a Firefly. Firefly's are only good at max range engagements, get them to tango w/ more than 1 tank at a time and they have to back away from a fight... and lets be honest Stug's are amazing right now.
Best price for performance for a tank killer, and they just increased it AI capabilities and lowered the cost of the MG while still allowing it to punch holes in any medium tank, and reliably hit heavies (so few heavies anyways that they have to ever deal with).
You forgot the 2 6pounder..
Posts: 264
Posts: 393
Its huge hp means u must a totally noob to lose itNo more health than the King Tiger. At least for now.
EDIT: In fact, it's less. King Tiger seems to have 1280 Health vs Crocodile's 1080 Health.
Reminder on the Croc's latest changes.
Churchill Crocodile
* Flamethrowers standardized to range 32
* Flamethrowers damage from 9/12 to 6/7
* Population from 18 to 20
* Health from 1400 to 1080
* Armor from 240 to 290
* Rotation rate from 35 to 30
Posts: 952 | Subs: 1
I'm wondering if multiple centaur is competitive (speed buff is very welcome), or maybe even the regular churchill. that is not to say the croc is weak - it's still being used and is effective.
Posts: 264
Regular Churchills are great, but you need to back them w/ actual AT. Cause their main gun is crap vs Panthers, Tigers, King Tigers, Elephants, Jags.. its even a bit scary to duel a Stug at times.
Posts: 4474
but imo TWP didn't get nerf'd, how is a stun a nerf? what just because it deals less damage? hah. When you got gun disabled you ran. Now, you can't run.it's not a stun
Posts: 3145 | Subs: 2
Posts: 264
We all know those were never used in the war, only by allies.
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