That's the reward for good micro.
I can say the same, but for the sturmpanzer.
Posts: 88
That's the reward for good micro.
Posts: 13496 | Subs: 1
All the smoke firing vehicles I can think of can. Issuing the order makes them stop, but if you issue another move command they'll still fire it.
Posts: 17914 | Subs: 8
I can say the same, but for the sturmpanzer.
Posts: 1392
But you don't need good micro with it atm, that's why it gets nerfs.
Posts: 290
Its combination of firepower, mobility and survivability is borderline OP and super annoying to fight against. Especially because it can hide behind the Jackson wall with its 60 range.
Ostheer is pretty much defenseless except for diving in with a Panther while OKW has a tiny chance to ambush it with stealthed Rakettens.
Anyway, I'd say its killing potential is the biggest problem. Especially at medium to close range where a pair of them just becomes super wipey. It needs a slight ROF nerf and then it should be fine.
Posts: 17914 | Subs: 8
Ever played them? They got the nerf because of the good effect with good micro, wihtout hit ground they are useless. Maybe worst AI-weapon in game, because it doesn't hit because of bad target and slow shell.
Posts: 1392
They got nerfed, because you literally point and clicked and whatever you aimed at that wasn't retreating went poof.
They got nerfed, because barrage was wiping ATGs with pinpoint accuracy and close to no scatter.
They got nerfed, because very high armor and health was too difficult to puncture for ATGs and you can't really spam TDs with their current cost and pop cap.
Posts: 261
Posts: 1954
This thing hit like a leig, is greatly mobile, has nearly pin-point accuracy and fast reload, if used in pair and microed well will cause massive MP bleed, winning most infantry fights in favor of USF (as if rifles late game aren't strong enough).
With the recent changes to indirect-fire weapons (and also the sturmpanzer), why is this thing left out? I've seen it used to deadly effects by a certain USF player (don't know if I should post his name here), who always build 2 of these, 2 jacksons and blob his rifles and officers and win every time vs any opponent (2v2 or 3v3 team game).
If you complaint so much about the sturmpanzer then I'd like to see this thing nerfed too, it's so fast that makes it so hard to catch, and it's not so expensive for it's performance.
Posts: 911
Only when ground attack is used. Without ground attack it´s not really accurate enough to do well, basically like a mini Brummbär.
The barrage is pretty accurate though, but obviously can´t be fired on the move.
Posts: 528 | Subs: 1
Posts: 8154 | Subs: 2
I didn't say they weren't used. I said people referred to them as trash units.
Makes you wonder how many other units are hiding out there with an incorrect common perception.
Posts: 4183 | Subs: 4
Dive with puma and just kill it.
Posts: 17914 | Subs: 8
How well did that strategy work vs old JT/ele with stock mediums?
Posts: 3053
How well did that strategy work vs old JT/ele with stock mediums?
Posts: 1605 | Subs: 1
Posts: 4183 | Subs: 4
Yes because scotts 2 hit mediums and have over 1000 health.
Posts: 3053
The point is, dive and pray to god ain't a good strat. The size of the map is heavily lowered per player in teamgames, and gets worse as the player count increases, which leaves less opportunity for large scale and defendable pushes. I.e. frontal brute force is more plausible the higher the player count goes. Try brute forceing a JT/ele or 2x scotts as OST. Shit does not go well.
Posts: 1323 | Subs: 1
Posts: 88
Oh my god. The fabled op scotts that win you every game. I wonder why nobody at the 2v2 tournament did pick usf, spam scotts, cover them with jacksons and take easiest 5k$ in their lives? Can anyone from the axis biased crowd in this forum explain that to me?
13 | |||||
2 | |||||
250 | |||||
46 | |||||
28 | |||||
2 | |||||
2 | |||||
1 | |||||
1 | |||||
1 |