Its doing fine, plenty of fanboys who were detatched from reality and stats already fallen in the past, thanks for concern.
Couldn't agree more.....................kappa
*FYI its detached
TWP for mobile TDs only locks the turret now(not sure how stacking of them works). Its still pretty meaningful as its a guaranteed pen shot on IS-2 front armor anyway.
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So we have an empty claim from 2 hardcore fanboys vs someone who went into the game and tested this.
I do wonder who is correct here, boy oh boy.
Now, lets see what actual patch notes say about this?
Not block the turret, disable main gun.
Suck up your bias fanboys, you're fighting reality too hard recently.
Best of luck with your forum crusade little man............ |
5 minutes ago, I checked with a Stug hugging a Churchill directly. The Churchill could not fire a single shot back. I also did 5 repetitions. I also checked with the UKF sniper. In all repetitions:
- The Churchill could not fire back with the Stug stunshot
- The Churchill could fire back when affected by the UKF sniper.
What did you check your statement it with, and when?
See above Jimmy Grimble |
LOL. Now, that's something I didn't know
I knew that the ability was a bit OP, since it deals full damage (for the Stug-E that's double damage), unlike other disabling abilities. I usually attributed the inability to fire back due to elevation etc. Nope!
Brb, gotta buy the Mechanized Assault commander.
NO U. I actually just tried it, and Firesparks is correct.
It's a completely different critical from the UKF sniper one (which shares the same icon). The gun is completely disabled for 15 seconds. Even if you place your stug directly in front of the enemy gun, you can't be fired upon.
In retrospect, the 4-second stun shot seems like a milder version of this (at least you would need to waste a ton of munitions to chain-stun the enemy; unlike now).
Stug III E/G
With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.
My bad kappa |
actually the stug uses a different ability. it completely disable the main gun.
for 15 seconds
My bad you are correct see below |
Why should we limit churchill to one? It never will be in line with pershing, is-2, kt, etc.
And it is not suppose to be, it has the same gun as the Cromwell,you are comparing apples and oranges?? With above said buffs and said costs the Churchill should 100% be limited to one |
If okw KT will be limited to 1 per game. (You can't call second if lost first).
If okw panter will be limited to 1 at once.
Than okay.
Huh are you loco bro? First off KT is limited to 1 on the field per player, its cost is astronomical, why would you limit it to one shot per game and why is that relevant here? As for your panther suggestion just LULZ......
Back on topic,
Current Churchill sure, have 10+ on the field np. But if you buff it to the levels suggested here (and it defo needs some sort of buff), then 100% it should be limited to 1 on the field per player at a time. It is a no-brainer, all heavy tanks (bar a select few) have the same limitations and rightly so. |
this is a joke thread right?
for mother russia is on a garbage commander
And that negates his direct comparison between two distinct abilities how exactly?
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The point is to make placing buildings important. If you wanna play super safe, place your buildings at the back of your base. If you wanna play super agressive and hi-risk, place your buildings at the very front of your base. Your units get out faster, but you run the risk of your buildings being sniped by AT-guns or tanks.
The point is to put some more strategy back into this game. The designers blundered when they removed strategic elements from COH2. The left-hand-side and right-hand-side commander tree choices from COH1 are a perfect example. Why in the world would you remove that system, and make commander abilities auto-unlock? Were they trying to take the "S" out of RTS?!?
Anything they do to put more strategy back into the game is a good thing, imo. I never liked the off-map spawn points.
I am afraid your "strategy" reasoning for removing off map spawns makes no sense. People already build their T1/T2 to the front of the base sector in order to allow reinforcements to join on the move to the front, the risk is minimal at best. 9.99/10 times if your opponent has you locked into your base sector its GG, regardless of tier placing Sorry bru but you aint making no sense here, you don't like off map spawns end of........
As for the commander system, 100% agree.
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Thread: Obers15 Nov 2015, 16:17 PM
Obers are perfectly fine, with STGs they are meat grinders. The issue lies with USF inf OP for cost. Tone down rifles inf vet..... |