The command panther has a "mark vehicle" ability . It increases damage dealt by a good margin and might be enough to 1v1 a IS-2. With support, it's a dead IS-2. |
I'd like to see how much damage and kills were dealt by specific offmap abilities (incendiary barrage, stuka bombing strike, sector artillery etc.)
I think it's long overdue. |
I agree with most suggestions, ostheer need some proper assault unit right now in the pgrens. Since this t2 unit come later into the field, they should not be a mirror of sturmpionners, but better "shock" units with some armor.
The jagdpanzer 4 is actually better than the su-85 (armor and dps wise), but it's not as spammable The teching is much more affordable though.
Finally, if there would ever be a pershing commander, nobody would ever used any other USF commanders besides the easy 8s one. And if the pershing was non-doctrinal, then it probably would render the sherman useless, depending of the pershing AI capabilities. |
I don't think any units should be nerfed into oblivion because it was overperforming before.
The elephant should either get a slightly better range than the ISU or the ISU get nerfed so it can be tackle without the specific need of a jagdtiger or an elephant, which restrain your play style and makes for a super boring meta. The second option seems better.
Cruzz had an interesting idea of adding a 1 sec setup time to the ISU.
It could alternatively switch between HE and AP round
or just reload really slowly (a sturmtiger reload would be too much of a nerf imo)
This unit is also map dependant, I don't have a problem with the ISU in 2v2 on Vaux farmland or such map, but it's just too good on minsk pocket and the like.
I also hate the way that thing can counter a pak 43 with veterancy, or with the offmap ability the ISU commanders gets. But that's another topic entirely.
TLDR: So yeah, just fix balance one way or another. As long as we don't have another ISU/Elephant meta from pre-wfa. |
Even at 20 mun, it would still be used as often as it can pay off.
Regarding your video, the OKW player did sacrifice a volks squad to kill your shocks. Have you kept moving, he would never have been able to get you and he would have sustain heavy casualties.
The ability is cheap, granted, but doctrinal and somewhat easy to dodge with core infantry. And as someone mentionned, closing in with long range infantry is a risky and predictable move.
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We build howitzers + b4 all the time.
They are extremely strong against the forward HQ's of the axis.
Good, I'm sure you and your teammates build katsyuskas now as well. Because why wouldn't you? Arty is basically a hard counter for OKW and forward buildings as it stands.
You would not need any additionnal arty pieces in 1v1. Except if you go t3 of course, but everybody seems to go t4 these days... |
A unit should not overshadow another unit the way the katyuska overshadow artillery pieces.
As it stands, this katyuska v2.0 is the reason why you won't ever see an howitzer from the soviet side. It destroys building faster, it's more affordable and it can move.
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Smoke grenade. The grenade upgrade is necessary in that situation. Especially for multiple mgs, otherwise flanking always reward itself. |
My bad, I thought the range was increased as well, but that's just because of that big a** arc.
Thanks for the picture! |
The rakenterwerfer can also be used in a trench and luckily, you can try it since you already got the fallschirmjager commander. (plus the trench is free)
It gets an incredible range and a bigger cone once in a trench. I'm surprised not many people use it yet.
*Edit: They would die if the trench is destroyed, but it can take a beating for sure. |