i have not a clue what a m205 is but i thin he is speaking of the 203 B4 howi, this thing always shoots way outside of the circle which sucks badly |
i just tested the heck out of the b4, had abunch of them all shooting at static stugs, it takes about 3 clear shots to kill a stug and the scatter is so bad it hardly ever hits. b4 is horrible now i dont like it at all, i rather just use the live version with the 15 pop cap instead of 20, even tho it should be like 12-13 pop cap. plz just revert the changes of b4 the 640 dmg is needed for this unit, the 2 shells makes it worse vs vehicles and buildings. if its going to be 2 shells make it 450dmg and 2nd shot shoots after 8 secs, lower scatter a bit from far it never hits close to center, and for some reason it shoots shells far outside of the circle it shows which sucks very bad out of 22 shots testing at one point from not even the farthest range, only 2 hit close to center trying to hit a supply cache, and the cache didnt die from the aoe dmg. on top of that precision shot cost 90 munitions which i think is very high cost. maybe try giving b4 50% dmg at vet 3? its really hard to get vet 3 anyways idk it just sucks in 1.4. most other changes i think mod team is doing superb job tbh keep up the great work |
very nice addition to fhq |
so whats the difference between ISU 152 live and this:
ISU-152
Feedback due to the slow shells has caused us to revert the arc of the ISU's HE shells. Instead, the unit now retains its straight-line trajectory, but will now ignore terrain to ensure hits even on rough ground. AOE has been modified to less OHK radius thanks to the changes above, but will retain more damage on the outer edges of the AOE to improve consistency.
-ISU HE projectile reverted to straight-line
-Projectile ignores terrain collision
-AOE Far Modifier from 0.05 to 0.15
-AOE distance from 1.25/2.75/4.5 to 0.5/2/6 |
Did AA get buffed? (I dont actually recall) because last time i checked any plane flying directly over AA is only SLIGHTLY more likely to die (except p47s as they seem to be using the kamikaze pilot template which involves too much soki to fire missles at even stationary super heavy tanks as well as stay in the air) i dont think the ~5 planes of the supply drop would be any garder to counter than the soviet supply drop, and if anything RNG is in its favour since at least 1 SHOULD get through, giving you SOMETHING (vs all or nothing+ chance of killing units at base off the soviet supply drop)
the soviet supply drop plus all other allies planes have to worry about so much anti air from axis its not fair. all the mgs on tanks, flakHQ, flaks in base, ostwinds, even ostwinds while moving will shoot down a plane really fast while dodging incoming fire. |
brits emplacements been nerfed to death, theres no need to nerf them anymore there not even that good they cost pop cap, fuels man power, and they a static unit, easy to avoid easy to counter something thats not moving. this is a l2p issue. brace been nerfed already the mortors been nerfed the bofors been nerfed. brace stops all firing so even tho its taking dmg it cant defend itself with counter fire |
I thought that for the longest time but fact is, they are complained about all the time and the suggestions out there are quite frightening. Unless someone offers fair alternatives, they will be nerfed into oblivion.
there only complained about by noobs who like to camp. pros who know how to attack and counter things dont have any trouble. of course ur going to have problems if ur a camper. i always kill mortor pits easy asf, |
The beloved Brummbar has a high speed, to be a tank dedicated to hit the ground. Compared with other Soviet tanks or other non-EFA factions. Although it can be hunted by medium tanks, it is still the fastest tank in its role with a high armor front and back. I suggest down a few decimals their speed_max. This will lower the reliance of putting brummnbar in first line.
for the amount of mp drain it puts on the enemy this is reasonable |
Well, it has around 130 pen at range, so it somewhat already does half damage.
No argument, but would like to know how you'd go about fixing popcap abuse.
imo the pop cap things isnt really a problem with certain units. one unit i see its a proble with is priest, firing shells then get out. other then that i think its all fair game, its supposed to be like that, peterQ used to talk about using that as a strategy becuz USA uses so much MP becuz all the infantry they get plus all the units cost more mp cuz of it, if u take it away u have to do a major change to all the units reinforce cost and base mp cost |
IMHO for AA each side must have special unit. And every side have that. I think it woul be good delete all AA abilities from other units. I think it could give good strategic deep. You can counter any air abilities with your AA unit. For OKW Flacktrack will be good if it can shooting from move as other AA units.
SU- M5 with quads
OST - OStwind
OKW - Flacktrack
USF - AAHT
UKF - Centaur
to me these units should be the only real ANTI AIR, other then that bofors,flak hq and okw flak defences that sturm build and thats it |