Raketenwerfer is fantastic, that is a L2P issue, seriously. My new favorite AT-gun, since they nerfed Take aim on the USF one.
Use stealth, keep them as support units. If you hang back with them they only have to fear explosives. Retreat to preserve their veterancy. Use them in pairs as an ambush on mediums. Once they get vet1 use them in stealth to hunt down repairing vehicles.
Pros:
- Really cheap so can afford to use in pairs
- Stealth so you can scout with them, cap, and ambush
- Vet up fast, and retreat lets you keep the good vet bonuses
- At vet 1 gets op full speed in stealth mode
Cons:
- Gets wiped by explosives easily
- High aimtime makes difficult to shoot at vehicles that drive out of the arc
- Models fire at things with their guns while in stealth.
What they need to change:
- Fix the aimtime so the first shot doesn't take so long to fire.
- Replace the vet1 ability with something less OP. No penalty for stealth? Come on.
- Fix the shooting in stealth bug.
Yes please. Now THAT is an annoying comeback unit. I'd rather for it to not be a gimmick, and be something like 230 fuel like the real tiger, and have the manpower penalty removed/reduced.
What makes it worse is that you can be winning with elite troops, get about 2 p4s, and then hit the command point to unlock the Tiger ace. Shit out the uber tank after having no fuel because you already spent it, and have an unstoppable armor force. Why does not getting any more fuel income matter if you already spent all the fuel you need? At that point you have to throw that game to lose it. Granted most 1v1s don't last that long, but come on. No fuel vehicles go against the spirit of the game.
It might suffer from the same issues as the Raketen. D:
I had some good results with it while garrisoned against infantry. But good catch, I'd left the scatter values the same.
The angle scatter on the ATG was 3.5, and the T70s is 7.5... But the max scatter was 10 on the ATG instead of 1.7 for the T70.
However, it appears my version of the mod has glitched and it doesn't recognize any of the changes, so I can't reupload the fix without apparently completely rebuilding the mod from scratch.
Unless there's a way I can extract the file from Workshop since my version is now broken... WTF.
Ugh I'll try and see if I can fix it this evening... Everything else should remain intact.
(Nonetheless, you guys taking the time to test these things out is greatly appreciated!)
Another thing I forgot to mention, it gets the MG firing arc inside buildings, plus has huge range. Covers a massive are of the map like this. Personally I think if the gun is turned into something useful the garrisoning will be too strong and not worth trying to bugfix. Also 200 mp is crazy cheap if the AT-gun becomes useful.
I couldn't get the AT-gun to do anything useful, it is too inaccurate. Never ever hits any infantry unless they are against cover. Is the accuracy different from the t-70 in the mod? Or is the low profile of the gun causing problems. I made 7 of the AT guns and had them fire at one gren squad. Took like 30 seconds to force them off. It's not anywhere near reliable enough to count on, adding in the ai shots and having them be this ineffective just makes the unit super rng and frustrating.
222 is also too good now. ai dps is just too strong. This bug fix needs to happen for consistency sake, but the machine gun stats need to be toned down a bit. There is a logistic car version of the 221 in the game in Ardennes Assault with the radio antenna, like in VCoH. Maybe have the car come in as a 221, give the option to upgrade to a radio 221 or a 222. Make the radio car better at ai and the 222 better at at?
None. None of them will have any significant impact, so you may as well use your bulletins on basic infantry and keep it a surprise that you will get the halftrack.
For some reason I like this map. It's pretty shit, and heavily favors the South spawn, but I still like it somehow.
They need to open up the cutoff in the north more. It's incredibly difficult to hold as Ostheer due to the tight spacing and the cliff, and tanks have huge pathing issues around that side.
I use flamethrowers from the Fuersturm doctrine more than I use the schrecks.... In a 1v1 it is really rare that I need one. I always need sweepers first, and a single schreck is not really going to make the difference between killing a tank and not. Would rather save the manpower instead of investing in a second pio squad. They should make it so you can have a sweeper and a schreck at the same time. RE and royal engineers can have 2 at weapons and a sweeper at the same time, I don't think one schreck and one sweeper are really gamebreaking.
Are gridkeys more efficient than regular hotkeys? (I'm finding I like having 'T' as my retreat for infantry as well as reverse for tanks, the similar ideas makes it easier to remember for me)
In Grid keys, R is Reverse, and Retreat. Even better.
I'm a big proponent of gridkeys, it keeps keybindings really obvious across factions and units. There aren't 40 different key combinations to memorize and learn by muscle memory all over the keyboard. The only reason I see for classic being better is if you already know all the keys by heart and never make mistakes anyway.