Brah, you can't account for a player's badness when designing a unit. Of course if you lose it it's bad. If you rush an AAHT and it hit's a teller mine it's also game ruining. That doesn't mean the AAHT needs a buff though.
Furthermore, "reducing cost increases early options". BRUHHHHH. First, bars and zooks early game? Are you ketten me? No one get's fast BARs (who techs bars to equip 1 squad early game) and zooks? Lel, that's the whole point of the WC51 - to counter the Kubel. You can still get nades, dude, it will just be delayed (as it should, since you have a garrisonable early vehicle). And again, you can refund the unit anyway, so one it comes out and does its damage and exhausts its usefulness, you refund it. If you are losing it, sorry, you're bad, no two ways around it, try Rifle company instead.
USF is strong anyway. It doesn't need the ability to field a WC51 and a M20 at the same time by reducing WC51 cost. Pick one or the other (or pick WC51, refit it, and get M20 anyway).
If you look at the grander scheme of things maybe you will see some other issues. Maybe the WC51 is thought of as being bad because it comes from a bad doctrine? Maybe it's bad because people are incapable of microing it correctly? Maybe it's bad because grenadiers are equipped with infinite range, target locking and movement seeking panzerfausts? In my opinion, the reason why it's not too good is because of the Panzerfaust from grenadiers. That doesn't mean the WC51 needs a buff though. It just makes it a niche unit. For example, consider it's usefulness against Kubel openings, Osttruppen openings, or MG42 spam openings. The WC51 could easily be used as a "free flank" tool against MG42 spammers, or be used to push Osttrupen out of cover in early game fights to nullify their buff.
Bruh the Prosttruppen come with panzerfausts as well. maybe just an increase in speed and acceleration may help |
I think 2 demos worth should kill a bridge.
I dont want another "sithard" summer no bridges edition. |
Cloak in coh2 as we have explained with commandos and the JP4 is pretty broken.
I maybe reducing its ROF but adding a damage buff and maybe a slight range buff (like 3-5) would be a cool idea. while it takes time to set up, remember that the unit can just toggle off the ability without any negative debuffs so the tank still has its mobility. |
adjusting its speed, removing its garrison, and reducing its cost or buffing its stats for cost, would go a long way to make this unit more viable.
Someone earlier pointed out that the resources get refunded. While this is true if you can keep it alive, the overall early investment in fuel can cut off many early options such as nades, bars/zooks, and even slow your overall tech.
The cost investment that is so easily killed can set USF tech back into the GG area as you have been so slow on tech you simply cant stay in the game |
have u tried using attack ground
You can use attack ground but if you are chasing it as Vuther pointed it the camo can activate. In order to attack ground the unit stops to fire meaning if the JP4 is backing up you'll quickly get out ranged.
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indeed out of cover would be fair, then you've to keep your eye on it actually.
I dont think u get it lol |
The cloak on the Jagpnzr 4 is well... incredibly good. The only downside is its loss of rear vision and a slightly slower movement speed. Closing the distance on the Jp4 is almost impossible as infantry cant keep up with its speed and the cloak range requiring you to get super close (almost touching) close. It makes it very hard if not impossible to counter.
The high frontal armor of the unit also makes countering it with AT guns a minor counter as often times the rounds bounce.
This leads to a tricky balance situation. The high combo of Frontal armor, small decloak range, high reverse speed, and with vet a high ROF/damage. I like the idea of the cloak but I think the unit needs more ways to be countered.
Maybe adjust it so it cant cloak while on the move or make its cloak time have a set up or something.
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This happens when you alt-tab outside of the loading screen. Another thing that can happen is that the model wont even load in leaving you with floating windows.
It can also happen to vehicles making them pink or Gray/shiny almost like a Normal texture mapping. Come on barbie lets go party |
1. Vikers K Bren Upgrade ability is bugged: Sometimes the ability to suppress will take your muni, activate the cool down but wont activate unless the unit is stopped manually before use. Another issue is that if its activated outside of the fire range it will take the muni but never activate.
2. Brit tank active abilities (Nade throw, smoke round): often times don't activate and the unit will simply be stuck until it is told to stop.
3. Riflemen nade/at nade: The nade throw often times will activate like they are going to throw but the nade throw animation will stop at the wind up leading the unit to do nothing. AT nade also has this issue as well as being stuck in the animation if the target vehicle gets too close due to the minimum range.
4. Comet main gun: The main gun animation is bugged. Some rounds when they bounce play the Penetration animation on the targeted tank. No damage will be dealt nor will their be any ricochet damage |
If any vehicles need path finding fix it would be the USF shit.. Sherman, m10, SCOTT (thats a bad one), and the jackson.
The pathfinding on those is literally the most cancer est ive ever seen |