Tried out the repair bunkers, but they seem bugged. Had 4 of them grouped together and timed how long it takes to fully repair a 1HP 251 Halftrack. It took just shy of two full minutes.
It appears that only 1 repair pio will actually repair something at a time, the remaining 2 run back to the bunker and take a nap. Also, from what I can tell other repair bunker pios will ignore a vehicle if it's already being repaired by another bunker.
It seems like their AI is that of a medic bunker, rather than other repair pios such as OKW's Mech Truck upgrade.
Profile of Sully
General Information
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
Steam: 76561198073335594
Residence: United States
Nationality: United States
Timezone: America/Vancouver
Game Name: Sully
Signature
Post History of Sully
Thread: Feedback for Commander Revamppatch19 Sep 2018, 21:52 PM
In: Lobby |
Thread: Feedback for Commander Revamppatch15 Sep 2018, 18:29 PM
Is it possible to make the Panzer Commander upgrade available for the ST? Would actually synergize well, especially if it is buffed to increase vet gain. In: Lobby |
Thread: Feedback for Commander Revamppatch14 Sep 2018, 18:09 PM
You realize KV-2 AoE profile buff was exactly the same thing that happened to ISU and Brummbar? Wider aoe radius but less damage in center of AoE itself, it never meant to turn it into a wipe machine (and it didnt) Yes, and ISU/Brumbar are very strong units. You're just making my points for me now, thanks. I said Elephant/JT can counter ISU, not KV2. Won't be discussing with you further until I see a playercard. In: Lobby |
Thread: Feedback for Commander Revamppatch14 Sep 2018, 18:00 PM
"It wasn't buffed in any way BESIDES this buff that makes it potent vs infantry and team weapons"....nice logic. This thing is going to be a nightmare to fight in team games; especially on campy maps like Poltawa or Moscow outskirts where it can safely sit behind shot blockers and control a VP. ISU can be reasonably countered with an Elephant and JT. You'll need to dive for the KV2, which just needs 5 seconds to turn into a decent AT vehicle AND it can give AT Penals low PTRS CD and max sprint to satchel your tanks. Combine that with forward HQ buffs and you got some cancer stew cooking. In: Lobby |
Thread: Feedback for Commander Revamppatch14 Sep 2018, 17:40 PM
+1 It definitely needs a CP cost for the number of included perks it gives (reinforce, healing, and aura). In: Lobby |
Thread: Feedback for Commander Revamppatch14 Sep 2018, 15:00 PM
I like it except for the camouflage ability. It's redundant and inferior to the P2 and JP4 vet 1 abilities. In: Lobby |
Thread: Feedback for Commander Revamppatch13 Sep 2018, 18:13 PM
If we're going to keep the LEFH for Overwatch, can we give it a better vet 5 ability? Maybe something like artillery flares, or a phosphorus/fire/airbust barrage that doesn't share a cooldown with the main barrage? Short range direct fire abilities on artillery has never worked. In: Lobby |
Thread: Feedback for Commander Revamppatch13 Sep 2018, 15:24 PM
I really just think the ST needs some ease of use changes to make it worth its cost/popcap. Replace the vet 1 ability with something actually useful like a recon flare similar to Soviet mortar/Panzerfuss, long range smoke (something similar to Shermans), or at least passive grenade throwing like Comets. The current 20 munition grenade ability is one of the worst in the game in my opinion, total waste of munitions in a commander that is munition ability heavy. Then slash the vet requirements in half. It already rarely if ever reached vet 3+ when it could damage tanks, now that's next to impossible with the damage/range nerfs. No point in having 5 levels of vet if you can't reasonably attain them in a competitive match. In: Lobby |
Thread: Feedback for Commander Revamppatch13 Sep 2018, 03:14 AM
I don't hate the idea of the 223 being used as a cache mid/late game, but the popcap would need to be super low. I just really hope this thing won't go the way of the cargo truck addition to the flame hetzer doctrine; interesting idea but in the end never really used. What I really want to know is, why hasn't SturmTiger vet requirements received a reduction in any of these revamps? I think it's pretty universally agreed that the current requirements are much too high. Hell, give it a useful vet 1 ability while you're at it pretty please. Oh and...Panzerfuss are too controversial, but super KV2 that also buffs soviet industry isn't? :thinking In: Lobby |
Thread: Feedback for Commander Revamppatch12 Sep 2018, 21:12 PM
Have the 223 work like Tank Hunter Sections used to (Signal Relay with a limited range but passive) and surely that's a buff? You'd still be forcing an OKW player to spend MP/Fuel, and more importantly limited popcap, just to access signal relay which is honestly fine as-is in my opinion. The ability that should be re-worked is the self-repair. Compare it with Soviet or Brit self-repair abilities and the flaws become obvious. Merge it with another commander ability or just straight up replace it with call-in infantry is my vote. In: Lobby |
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Latest replays uploaded by Sully
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