Also even though the USF tank might get away you will still stop there suprise flank dead in it tracks which can be very important as we would immediately go retreat to repair it after fixing the crit dmg. If I hit one mine I am going to assume there is more there in the area so it is still effective as area denial from suprise armor flanks and could force us into the axis bottle necks. |
Majors don't need to upgrade to get there retreat point, LT's don't need to upgrade to get BARS, Captain doesn't need to upgrade to get Zook's. Why in gods name should OKW pay to get the 37mm Flak Cannon?
WFA factions have fun side bonus's as a reward for teching as been a thing since forever. And OKW needs things like the Schwer to keep map control due to OKW's quite lackluster early game.
Major retreat point is useless with out ambulence that has to be built and both the major and ambulance are extremely vulnerable from everything. They should because it denys area with double okw this can be a big problem in 2v2. It also shoots down planes for free as well does okw base defenses. It wipes infantry destroys all light vehicles and does moderate damage to shermans especially in sides rear which is really fing dumb. Lost shermans before from fighting near one where i had no choice for my side rear to be somewhat facing it won he tank battle but flak truck finishes off Shermans. It either needs a cost to upgrade it or its penetration toned down so it dosent hurt vehicles as much and the free AA it gives is jut bs all other factions jave to build a halftrack of sorts for AA. |
I use the ez8, multiples of them, all the time. I do not think I want to see armor sacrificed for hp. I would much rather it be able to bounce shreks, faust, and every now and then a bigger at platform. A cost reduction is where it is at I am fine with the ez8 where it is other than it feels a bit expensive. I dont need it to go toe to toe with heavies or panthers it is a flanking tank speed and manuverbility is where it is at maybe a slight acceleration increase would be ok too. If your thinking your going to use them as a meat shield for jacksons that just isnt going to happen. Your much better to build nothing but ez8s and put them in a wolf pack to flank if your going yo go ez8 thats where they excell as a mobile strike force.
More hp might be more usefull agaisnt big paks but there easily countered and you shouldnt be bringing your ez8s anywhere in there range until there taken out. 3 of them go toe to toe with a panther if your micro is good and they own heavies in the ass on a well timed flank. |
It's a thread because it's the complete opposite of what you just posted, it is over performing. Fingers crossed for a fix in sept
Nah hes exactly right It does occur pretty rarely or by teams who are really good and protect each other with smoke while doing it to pull it off. If this happens to you all the time then you've got some issues. Unguarded mines is when it is commonly used and usually you put mines to guard flanks or trap tanks for at guns. Either way it will stop the USF flank which means mine did its job and hes going to have to retreat all the way to base then repair it until it gets back into the fight.
It takes good micro to use it in battle situations. How much micro does blitz/panzer tact take? |
Guards Motor is still by far the most meta and powerful Soviet Doctrine by a mile.
Now in light of the new coming patch it looks as if your not going to see nearly as many 85's so I think we need to wait before we nerf the entire commander into oblivion. 120mm has already been nerfed so much and is borderline crap again. |
My only gripe about it is how effective it is at wiping squads a lot of times in just one volley. So maybe change whatever stat makes it so good at wiping soo much but lower fuel cost. |
A small cost increase is all it needs. If a sherman is at 75% hp already a axis mine will normally destroy it, a lot of times it will only take one more shot from a panther etc after it hits a mine at full hp to knock it out.
With your race car panthers and considering it does take a little time to actually get out and repair it and you can't finish it off? There is delays on sherman smoke which cannot be used on top of the sherman directly and attack ground still works on USF tanks too. In general you have very little risk chasing any injured USF tanks with a panther? What are usf going to do to your panther use our POS At gun or zooks that can't pen it and do shit dmg when they do?
If USF didn't have this I think they would be screwed. USF tanks are already punished hard for making just one step too far. If a pz4 or panther makes a wrong move they usually get away with it. USF have to be somewhat aggressive with their tanks when attacking they are not built as a faction to sit it out with axis and normally do not win that way.
So for the most part we are having to extend our tanks a lot farther into riskier situations than what axis has to.
Plus the panther even when it hits a mine is not that slowed really and does not mean instant death because of its great front armor and the shrecks paks and raktens always everywhere. The way axis factions are designed defensively it is way easier for them to protect wounded tanks than usf or soviets for that matter they don't need to extend them as far and don't really even need tanks for offense like USF they are more for defense.
So imo axis have in general better armor and health that helps passively to preserve armor the opposite for USF I think is why we have a little gimmick to possibly help us have some armor preservation because it takes a lot of shermans to take out a panther tiger or what have you. Crit repair is never a gauranteed get out of jail card. |
maybe superglue should only decrease the severity of the critical.
Say you get a destroyed engine, using superglue should only repair it into a damaged engine.
That is the way it already works. |
Fixing the bleed and filling the indirect fire holes are very much on the to-do list but neither of those things excuse the current absusable state of superglue.
I don't know I think it should still happen almost instantly it is not easy to pull off and you have to consider like 9 times out of 10 if it is rifle naded (which now requires the tank to already be damaged to work) or hits a mine its going to be badly wounded and only take like 1 or two AT hits depending to knock it out. It takes pretty good micro to use it as it is and smoke cover is a lot of times necessary if it can be done in time like a teamates sherman or another of your own. I mean It is harder to do than panzer tact smoke or hitting blitzkreig button. Especially if the cost is raised.
EDIT: also it does take like 5 seconds for the crew just to get out of it giving more time for it to take another at gun or shrek hit what have you. |
It only currently costs 10 munitions, thats an insane bargain! Thats cheaper than a molotov (15mu). Ostheer has to pay 30 for bliztz and 45 for smoke (I believe, I don't know the exact cost, I just use the hotkey when it lets me ), and they are just as muni starved. Stating faction weaknesses, as I've said before is no reason to allow abilities to be completely overperforming for cost. 30 munitions is still a bargain, and I would say is a good cost because part of the cost is the risk of losing the crew.
EH yeah I am ok with that as long as they make it work correctly and it doesen't take longer to use about 3 seconds it what it usually takes if the crew does not hop out weird. It really fucks you when it does not work properly but still takes your munitions and puts it on CD for the crew. |