Thats true
German armor had the advantage of high armor. but high price and slow and low accu while movving.
now the pene from most TDs was increased ..the high armor isnt anymorte worth. even a AEC can penetrate most axis armor. WTF!
German Armour too Expensive
14 Mar 2018, 08:30 AM
#41
Posts: 2243
14 Mar 2018, 09:18 AM
#42
Posts: 5279
because this patch was made by allie biased mods.
Look to the awefull opness form sov after the patch.tank Satchel only 45 muni? really? Best infantery (guards) with 2model sniper?
IL2-one-button-win-lol?
this patch was made by players who play only sov/ allies.
That must be why the demo was turned from a blob counter to a worse, less cost effective satchel on a worse, combat ineffective, squishy even by ost standards squad that has a planting time (vs throwing)
For those unsure the demo deals 800 damage vs the 640 of the satchel vs structures, meaning even if the okw player is incompetent enough to allow you to plant demos at their truck, it would be faster AND cheaper to hit it with the same number of satchels. Similiarily bunkers and best i know and emplaced gun.
And guards, while prettt good... Aint cheap. Ontop of their high mp cost they require a 75mu upgrade, and after that upgrade they can be countered by making them move. 6 men with 2 rifles aint that strong now are they? Stationary they are powerful but also indirect magnets.
14 Mar 2018, 09:25 AM
#43
Posts: 2243
That must be why the demo was turned from a blob counter to a worse, less cost effective satchel on a worse, combat ineffective, squishy even by ost standards squad that has a planting time (vs throwing)
For those unsure the demo deals 800 damage vs the 640 of the satchel vs structures, meaning even if the okw player is incompetent enough to allow you to plant demos at their truck, it would be faster AND cheaper to hit it with the same number of satchels. Similiarily bunkers and best i know and emplaced gun.
And guards, while prettt good... Aint cheap. Ontop of their high mp cost they require a 75mu upgrade, and after that upgrade they can be countered by making them move. 6 men with 2 rifles aint that strong now are they? Stationary they are powerful but also indirect magnets.
guards are very cost effective if you look to ther performanche against any target.
guards cost 360mp and 75muni..but only 27mp per model
panzergrens with double schreck cost 300mp and 120muni...but they will be schredd by guards without losing 2models. but can still be nearly effecitve vs armor like panzergrens.
prove: https://www.twitch.tv/videos/235222348
45muni for make such high dmg vs armor...and it isnt a miracle to trhow them on german verhicles...KT is so slow with dmg engine it can by killed easily:
https://www.twitch.tv/videos/235222348?t=58s
14 Mar 2018, 18:45 PM
#44
Posts: 5279
guards are very cost effective if you look to ther performanche against any target.
guards cost 360mp and 75muni..but only 27mp per model
panzergrens with double schreck cost 300mp and 120muni...but they will be schredd by guards without losing 2models. but can still be nearly effecitve vs armor like panzergrens.
prove: https://www.twitch.tv/videos/235222348
45muni for make such high dmg vs armor...and it isnt a miracle to trhow them on german verhicles...KT is so slow with dmg engine it can by killed easily:
https://www.twitch.tv/videos/235222348?t=58s
Pro tip: maybe dont use double shreked units against guards (OBVIOUSLY you dont know this if for some reasom you are using the comparison, but that reduces the AI of pgrena by 50%)
And learn to micro if you keep getting AT satcheled. Seriously, your post just reinforces the thought in the back of my mimd that you might just be and and are trying to get the game changes so you wont be as bad. Support your armour.
15 Mar 2018, 00:00 AM
#45
Posts: 1044 | Subs: 1
Pro tip: maybe dont use double shreked units against guards (OBVIOUSLY you dont know this if for some reasom you are using the comparison, but that reduces the AI of pgrena by 50%)
And learn to micro if you keep getting AT satcheled. Seriously, your post just reinforces the thought in the back of my mimd that you might just be and and are trying to get the game changes so you wont be as bad. Support your armour.
Exactly, not good player is gonna be hit by an at satchel with any tank. U basically have to charge a tank into a penal blob to even be hit by it.
15 Mar 2018, 04:12 AM
#46
Posts: 414
Exactly, not good player is gonna be hit by an at satchel with any tank. U basically have to charge a tank into a penal blob to even be hit by it.
Not true at all. Everything has a snare, they just chase it while the engine is damaged.
15 Mar 2018, 04:19 AM
#47
Posts: 414
"Panzer IV
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Cost from 360/150 to 380/140
Population from 12 to 14
Scatter from 7.5/6.4 to 6.5/5.54
Penetration from 120/110/100 to 125/115/110
Veterancy 2 scatter bonus from 0.75 to 0.866
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
Fuel cost from 200 to 185
Moving scatter from 1.7 to 2
Moving accuracy from 0.65 to 0.5
Population from 16 to 18
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Veterancy 2 armor bonus removed.
King Tiger
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
Angle scatter from 4 to 7.5
Distance scatter max from 4 to 5.7
Scatter offset from 0.25 to 0.185
Population from 21 to 23
Veterancy 4 sight bonus removed"
These seem like largely nerfs for okw armour.
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Cost from 360/150 to 380/140
Population from 12 to 14
Scatter from 7.5/6.4 to 6.5/5.54
Penetration from 120/110/100 to 125/115/110
Veterancy 2 scatter bonus from 0.75 to 0.866
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
Fuel cost from 200 to 185
Moving scatter from 1.7 to 2
Moving accuracy from 0.65 to 0.5
Population from 16 to 18
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Veterancy 2 armor bonus removed.
King Tiger
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
Angle scatter from 4 to 7.5
Distance scatter max from 4 to 5.7
Scatter offset from 0.25 to 0.185
Population from 21 to 23
Veterancy 4 sight bonus removed"
These seem like largely nerfs for okw armour.
15 Mar 2018, 06:30 AM
#48
Posts: 2243
Exactly, not good player is gonna be hit by an at satchel with any tank. U basically have to charge a tank into a penal blob to even be hit by it.
but-...but..in the last KotH was some situation where the player lost their tanks to satchels....hmm..must be bad players i think.
15 Mar 2018, 07:18 AM
#49
Posts: 1044 | Subs: 1
Not true at all. Everything has a snare, they just chase it while the engine is damaged.
The other snare it a cons snare, if you tech for penals you likely wont be getting many cons ontop of that its unlikely someone would tech at nades.
The only exception I would say could be a reason to be hit would be through mines. In that case its more of a good placement of mines than the penals satchel being an insane snare against armor.
15 Mar 2018, 17:52 PM
#50
Posts: 158 | Subs: 2
Stug and jagpanzer are the only cost effective german armour.
Nah, the Panzer IV is amazing. So is the Brumbar.
Panther is good too on urban maps.
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