Schu mines don't oneshot lights, though.
but costs 30 muni and the teller 1shots vehicles instead
and riegel mines completely IMMOBILIZE tanks, saw a poor kv-1 hitting one, and then getting slowly poked to death by a single pak-40 |
Ostwind is quite bad vs vehicles especially when moving mostly due to the combination of horrible accuracy and low scatter.
It has a 45% chance to score a hit at T-70 and another 50% to penetrate lowering the chance to do damage at 22.5% (and 12.5% if moving...)
It also needs 10 hit to kill it...
Vipper out here using ostwinds as anti-tank duty weapons instead of horrifying infantry bleed machines |
Give ostwind suppression
in exchange for it doing absolutely shitty DPS at mid and long range |
Yes, you must press T the moment it's in danger or it's in danger of wipes.
And yet somehow a regular PaK gun would still be better in overall effectiveness. Rak spam is a low skill bracket meme ability.
you must retreat any and all AT guns when they are in imminent danger bro...
If it didn't have the retreat ability then it would have been a different story
but it does, it also has a 5 man crew with that retreat.
both Pak and raketen spam is annoying tbh |
*laughs in Raketen, easiest to wipe AT gun in the game*
(it has a retreat ability anyway) |
minesweeper pios somehow beat average wehr player: |
What they should just unironically include in the patch (which i should've added in my previous comments):
SU-76 rework idea - the unit is overshadowed by the T-70 and is extremely situational (imo underperforming as well in it's designated role). The tin can TD will get trashed by the stug if it rushes it, or anything else, which it can and will. However, sov needs anti-infantry armor as soon as it can. Therefore, the SU-76 should have it's barrage ability replaced with a kv-2-lite siege mode, where you set up for a short period of time, and then fire HE shells in the 60 range that you have. You also have to de-siege in the same short time period, so you cant mindlessly pull a fortified armor and immobilize your tanks with no drawbacks. (Since they will never give it the sherman rounds system, this is the next best idea)
-remove osttruppen and pfusilier minute 0 snares, lock the former behind battle phase 1, and the latter behind volks faust. Why? because it makes no logical sense, and is completely out of line with the game logic.
-probably remove the maxim because its completely fucking awful, who even makes that thing? give it the mg-42 arc or give it the mg-42 suppression within the arc, having an inferior weapon is not asymmetrical balance!
-the M-42 meme gun should get it's cost reduced to 200 or have longer shrapnel shell range - its unfortunate that a coh2 developer sent his okw blob into 3 to 4 M-42s and promptly lost his infantry, resulting in a hotfix. basically becomes irrelevant when tanks arrive, and LVs will always retreat to safety due to the low damage this thing fields. The current shrapnel shot range is tiny, and cover does a good job on mitigating it's damage. blob punishing really should not be nerfed
unrelated note, but congratulations for the staff team and their achievement of not giving either axis factions a game breaking crutch strategy |
Let Ostheer have the rifle grenade, but lock at least osttruppen panzerfausts behind battle phase 1, or even grenadier fausts as well.
AND pfusilier snares to be locked like volks fausts.
which infantry, beside these 3, start with a free minute 0 snare? none. but alright, a 4 man squad needs it, but then why the fuck do OSTTRUPPEN and okw pfusiliers get free snares at minute 0? real stupid and out of line for the game |
AFAIK there were a lot of iterations of nerfs to maxim, because it very spammable and mobile. Maybe balance team is afraid of touching it again.
DShKa is awesome. It is a highly mobile and very effective suppression platform with 6 models. Won't be surprised if some say it is the best HMG in the game
Why is it that the balance team doesn't wanna touch allied weapons because they were actually good 6 years ago, but then give axis a game breaking strategy each fucking patch?
the maxim seems to only work when you get to fight an mg-42 in building vs building, but if you fire first and the enemy doesn't have vet 1 |
it is better to check stat than to "feel" that damage
The stats trying to explain why shock troop nades do more damage than guard nades while arming considerably faster |