I mean, failing ram -> Strafe is rather hard, isnt it? Most of the things you'd want to ram aren't going to be able to outrun the t34, and as far as I know you don't need to drop the strafe until the T34 strikes it's target.
It's not hard, definitely. I'd say it's one of the least skill intensive things to pull off. I meant more so it is a failure if the attack did not result in taking out the intended target. This could happen if the target is well supported, resulting in either the T-34 ram failing to connect because it stepped on a mine or otherwise such as AT taking it out. In those cases, yeah, you at least save the ammunition, but the tank is still lost for practically nothing.
The alternative is the ram connected, but then the stafe + any other assaulting forces failed to finish the job. This can happen with similar cases of support.
Either way, what I am saying is it's great taking out big tanks caught out of position, but if you can support it right, you might just end up being a huge resource drain for the opponent. |
The rocket is definitely a great end-game ability. Probably one of the best.
While saying it takes out 90% of the health isn't how I remember it, a full on strafe from front to back versus large hitbox tanks means you could get as many as 6 rockets (3 set times 2) in. As far as I know, that means you can knock out at least half a health bar using a ram + strafe combo. Not enough to be a no-brainer delete, but if your tank is caught out in a bad spot, it won't take much more to finish it off.
I don't know what's a good move for tweaking this. It's a pretty expensive combo if you fail, after all. The t-34 is usually dead as a cost, and the rockets are not cheap on ammo. Maybe reduce rocket stafe cost back to pre-nerf and reduce frequency of rockets fired during stafe? |
I look forward to the update! Hopefully it'll make the game run more smoothly and we could join our brothers on microsoft store. |
While I don't know if the fellas ever plan to give updates until they push out the 64bit for all, I do agree that the current implementation for PPSh upgrade is something I find myself less than attracted to when picking infantry upgrades. The reason is probably due to the way the upgrade doesn't really commit to the side-grade, so the squad becomes an awkward in-between of being both standard rifles and also close quarter combat. The hit the dirt upgrade is nice but far more attractive with a 7-man upgrade rather than with PPSh, which requires mobility rather than staying still.
Conscripts do have great veterancy bonuses, so any rework of their tools need to account for the fact that they could easily become oppressively good if given the opportunity. Or rather, I think that goes for any main-line infantry, but conscripts are especially dubious given their low cost and high durability.
I think an easy fix and one I would be curious to see in future updates is having the upgrade commit to the new roll by allowing all squad members to have PPSh-41. However, the caviat is that the PPSh stats need to be changed, as prior patches have attempted to give it better stats at mid-range to compensate for its awkwardness. So, in exchange for the full squad PPSh, I think the solid move would be to also nerf the overall performance it has in conscript hands, so that it only truly excels as cheap shock infantry on flanks and point blank.
As for hit-the-dirt, I think the only thing really awkward with it is absolutely zero movement. What would be nice is allowing units to crawl move like they were moving while suppressed. This means you can still slightly reposition or make headway in a combat situation, but still vulnerable to grenades, mortars and tanks.
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I'm glad to see the consensus that the Partisan AI squad needs to be worked on. However, I am noticing that a minority of posts are actually addressing my proposal. I'm more interested in that step to improvement, rather than large scale reworks as they are likely not as feasible. |
Hello, I'd like to just preface this topic by stating that I am not particularly hard-pressed about whether or not this buff comes through. If anything, I am just curious about what the majority of the forum members here feel about what I am about to bring up.
It has been several patches ago when Partisan squads, both AI and AT variants, received a change to their ability cooldowns on spawn. I was given the impression that this was primarily to tackle the issue of AT partisans spawning to immediately snare a vehicle, which offered more or less zero counter-play. For that, I whole-heartedly agree with the change, as it was a little silly if anything else.
That said, I do not think it is ideal to also apply this change to the AI variant, as this hampers their shock value to a significant degree. Due to their relatively feeble survivability, as well as their middling if not unreliable accuracy, the loss of the ability to throw a nade means they are far less reliable in uprooting garrisoned units on call-in, and that was a convenient and powerful part of their role prior to the change. Now, if I were to face a garrisoned unit, I'd have to invest in the manpower, hope nobody spots them for the entire duration of the cooldown, then wander on over to the garrison to pop the molotov or grenade. By then, the fight is usually over.
And since I've seen a few comments on here that have disregarded the AI varient as the lesser of the two options, I am wondering how people would feel if the cooldown on spawn is either reduced (so you can still have time to pop out of a building if you were quick on reaction) or removed in order to return some power to the unit. |
I'm with Hannibal on this. There's a lot of infantry play here. I'd rather there be more commander abilities that focus on utility and ambush mechanics. There was a fun idea by the mod from AE where you instead merged partisan squads into one ability, which spawned them before you chose which upgrade you wanted (similar to stormtroopers). This would free up slots for something else. I am lenient towards anti-infantry landmines, as they're congruent to the theme. |
Thread: Toxic22 Jul 2020, 07:14 AM
It's always been a tad strange to me when threads like these surface. Don't take this wrong, but I will be frank and say it leads me to want to question OP's intent.
Is the answer that hard to figure out? It's a competitive game, and it requires a lot of focus. Of course people get invested and end up being emotional, which can often players getting frustrated with each other.
Why ask this in a thread? Are you assuming everyone here are the source of the toxicity? Do you think people would change because they saw this call out? If anything, this thread would achieve more in spreading negativity to those on here, as the most they'd pick up out of this would be implication that toxicity is a norm on here. |
You said: "The Panzershreck accuracy is no worse than the other handheld AT launchers. "
and i only mentioned this is not true. schrecks have the worst mid and far accu ingame.
Yes. Uh...was there a problem with that?
I was just leaving that comment with hopes that someone more familiar with the hard stats might be able to confirm it for me so I can keep that in mind. |
this is not true. i have not the correct values...but for example zooks have better far accu. and piats even have a homing missle aiming
I am aware that the Piats have some changing to help the fact it can't hit most things that are moving.
Will need someone to confirm it since the newest stat graph I have at hand doesn't cover AT weapons. |