Not true, rifle grenade used to shoot from outside of MG Range and would one shot Maxim Squads. Then when Grenadiers got Veterancy it was like a full screen away that they could launch the Rifle Grenades.
now you need to screen the rifle grenade (or a bundle grenade) with a mere pioneer sacrifice |
One infantry unit, double sturms and no kubel, omegafuckinlul.
to be fair it might be the top VP of ettelbruck..... |
It is fun but underpowr. It should have longer rnage on gun.
let it have 60 range and 80 sight range with panzer commander |
I think the mines were worse than the demo charges, remember they didn't want to nerf it to much at first so you had to maintain vision to discharge it which is why people started mining on it/next to it. However, mining retreat paths with 2/3 mines would usually net you 2/3 wipes without any chance to evade or avoid. It was always worse for OST since people would retreat after losing 1 model due to the PTSD.
how do you even let people mine your retreat paths in your backline?
cant you still do this but instead playing wehr, planting s mines in the enemy retreat path and massacre retreating infantry? |
I think maybe Tightrope made a video on it. Not 100% sure. Either way, I've been including it in my 4v4 loadout along with the bulletin that makes it build 50% faster. The only actually impactful bulletin in the game lmao.
you can reach 60% construction speed with two separate bulletins
and one of those is the zis-3/pak-40/pak-43 production bulletin, so the enemy doesn't even expect you making one until it sees it being built or in action |
Thought of another thing:
Damage used to stack with demo charges and mines. You used to be able to put both a mine and demo charge together, usually as soviet, to make a big boom that killed most tanks. The explosion from the mine would trigger the demo charge and both would do damage to the tank. I think its fixed now where only the mine would do damage and demo charge wouldn't. Back in the day, you could lose your Pz4 to some random mine + demo charge if you weren't careful.
It wasn't busted or broken, just annoying but really funny and satisfying when it actually worked.
no, this is very much still a feature (where you NUKE tanks with a demo charge + either mine or flare tripwire)
even if it doesnt stack, the demo charge does insane damage on its own
additionally, a VERY useful trick - plant demo charges with mines on far away points, so infantry walk over them and die |
I've seen a massive increase in the number of people using the Pak43 recently. Did a streamer make a video on it or something?
For 350mp and 45 fuel (I think) the pak43 is insane value.
nope, but maybe people realized that the pak is a rather great team mode tier weapon |
Flare tripwire in every door.
planting a tripwire + democharge on every building, the moment you see stormtroopers appear |
It's this. By a long shot.
This was so incredibly broken that it made the game basically unplayable in all modes until it was fixed. Unless you could somehow win before any USF player could rush a tank, you would lose. Not only that, it wasn't just the Sherman that could do it - the bug was (iirc) a buff stacking when crews re-entered their vehicle - so it worked with Shermans, Scotts, Stuarts, M18s, and I think even Calliopes as they still had crews. The Sherman was just the obvious choice as it was relatively cheap, had high HP, and both decent AT and AI stats - so when it switched to full auto, it tended to delete everything.
Other notable "OP/Broken" things:
1. UKF at launch. As others have said, everything in their kit was incredibly strong. Additionally, structures could brace indefinitely (the duration was longer than the cool-down), and they could be repaired at full speed while braced. As a result, picking the "Advanced Emplacement" doc meant having basically indestructible emplacements. As OST, you were effectively required to have a Mortar Halftrack in one of your docs, exclusively for the incendiary barrage. Team games were really, really bad at this time.
2. Soviet "Hit The Dirt" at (or around?) launch made units effectively immortal.
4. OST "Laser Guided" mortar. At one point, the OST mortar was much more accurate than all other mortars in the game. This could be boosted further with various bulletins, making it effectively 'laser guided'. Any sort of support unit play was effectively impossible, and counter mortars didn't work as OST had counter-barrage on theirs.
5. OST "Jaeger Armor" Elefant stacking buffs. At one point, you could give the Elefant spotting scopes, which buffed it's LOS to something like 85. In team games, you could park an OKW Command Panther and OST Command P4 beside it to buff it even more. I believe at its worst, the Ele had something like 100 LOS, and massively increased armor.
6. OST PaK43 "Wall Hack". Early on it ignored collision, buildings, terrain - everything really. If the unit was in range, it could hit it. As a result, everyone build them right behind walls or other shot-blockers, creating "1-way force fields".
1- then they nerfed that and then they nerfed ukf until death, the end
2- honestly its rather too weak nowadays, sounds funny though
4- so you're saying that this still isn't the case?
5- jaeger armor removing the spotting scope on the elefant is a placebo nerf - it doesn't do anything because you can do the exact same strategy with another vehicle sitting next to the elefant. You might as well not suicide that 222 and instead use it to spot half the map for your elefant
6- this...is still in the game, don't you know? any pak-43 in both factions can shoot through smoke and walls |
Someone remembers the patch where they made all flame weapons totally OP?
- flame nades/molotovs and wasp UC with then 35 range killed a fullhealth squad in 3 seconds. 251 flamer and Crocodile in 1 second
- all handheld flamethrowers left "lava" on the ground like bigger flamethrowers still do. Penal and USF riflemen flamer spam was almost unbeatable
- soviet doctrinal flame barrage deleted whole screen in seconds
honestly the molotov throwing animation for conscripts is dreadfully slow, so i can see a benefit to having the fire, you know, SET PEOPLE ON FIRE
i wonder if there was the flamethrower ability in multiplayer where you spend muni to instakill anything that was targeted |