suggestion for hull-down on non-turreted tanks
31 Oct 2013, 04:06 AM
#1
Posts: 97
except for the elefant, there's really no point in using this on non-turreted tanks. maybe they should get ambush/camo + first strike bonus as an added effect? kinda like the ambush camo upgrade for infantry.
31 Oct 2013, 05:16 AM
#2
Posts: 2425
Permanently BannedI agree that Hull Down should have a camo element.
Id also swap it with Target Weak Point on non-turret tank Vet, and make that Doctrinal instead.
Though that might lead to Blitzing tanks with Target Weak Point, which would not be good...
Id also swap it with Target Weak Point on non-turret tank Vet, and make that Doctrinal instead.
Though that might lead to Blitzing tanks with Target Weak Point, which would not be good...
31 Oct 2013, 06:12 AM
#3
Posts: 401
Another option is to alter the hull down model a bit and allow assault guns to rotate in place slightly.
But camo is also fine.
However, if the camo is added, they will have to tweak other defensive bonuses and even the fire rate bonuses. Since the camo gives a huge bonus in the ability to fire first and be undetected to casual observation.
Having a tank in stealth, even one without a turret, is still a big deal, since it's a big gun, armored and the vetted stug can use its crew shock ability from out of nowhere.
Actually, it'd still be okay if the StuG could turn a bit and get camo so long as the bonuses were kept in check.
But camo is also fine.
However, if the camo is added, they will have to tweak other defensive bonuses and even the fire rate bonuses. Since the camo gives a huge bonus in the ability to fire first and be undetected to casual observation.
Having a tank in stealth, even one without a turret, is still a big deal, since it's a big gun, armored and the vetted stug can use its crew shock ability from out of nowhere.
Actually, it'd still be okay if the StuG could turn a bit and get camo so long as the bonuses were kept in check.
31 Oct 2013, 09:16 AM
#4
Posts: 604
Its effects are pretty good:
Range: x1.25
Received damage: x0.75
Reload time: x0.8
Overall, I'd say those are also good for assault guns because of their longer range and because of the stug's fast reload (becoming even faster). However, its use on assault guns certainly is very situational (need right map, right spot, right enemy...).
If they'd change it, I think it should be something like a *2 fire cone multiplier (10° instead of 5°). This basically achieves the same thing as letting it rotate slightly.
Range: x1.25
Received damage: x0.75
Reload time: x0.8
Overall, I'd say those are also good for assault guns because of their longer range and because of the stug's fast reload (becoming even faster). However, its use on assault guns certainly is very situational (need right map, right spot, right enemy...).
If they'd change it, I think it should be something like a *2 fire cone multiplier (10° instead of 5°). This basically achieves the same thing as letting it rotate slightly.
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