I wasn't aware the balance "rework" in regards to this commander was to make it even more useless than it already was. Why was withdraw and refit removed? Right now you purchase a WC51 that can't even cap like a kubel or even shoot things (yes apparently it's not allowed a weapon unless you spend 60muni...) then after 3-4 mins it obviously dies from a brisk wind or god forbid a 222. Yes that's right, the 222 terminator wagon has the same manpower cost as your toy jeep with no gun.
the half tracks are just a waste of commander slots with no refit, they expend their use pretty fast as lategame ends near and the sherman feels a little overpriced compared to an easy 8.
Well apparently the WC51 can call in artillery if you tech to T4, but who has one alive by then really? I would much rather have the old arty call in or even a generic time on target arty than having to micro a paper car around.
I've tried the WC51 in the present patch. It has too short of a range to be of any use. You only keep it alive by keeping it well back of everything and diving in when there is nothing likely to shoot at it.
The dozer upgrade isn't that useful, especially given that your paper-armored Sherman has only a few more hitpoints and is now even slower. Lastly, paying 135 fuel for a 640 HP up-gunned Sherman isn't that great either. |
It's better than it was, for the reasons that Ethereal mentioned. It's still pretty situational - it does well on open maps and not so well when firing indirect. |
Pak Howi and Leig are fine. But whenever I get mortars since SBP they struggle to get any kills. Even with vet they end up getting 5-10 kills in 35mins+ games. And I only get mortars vs enenmies that have support weapons.
Mortar HTs arent doing much better either.
Just bad luck or are mortars UP across all factions now?
Your luck is the same as everyone else's luck when they buy a USF mortar. The USF one is working as intended, which is a really inefficient way to move MG's out of garrisons.
The OST is maybe a little better than intended, and so is the Soviet one. The patch seems to have made them more similar in performance. If anything, I'd like to seem them both nerfed a little more. Anything above a 2v2 turns into an arty shitshow. |
I dunno, why does OKW get a non-doc King Tiger?
Or better yet, why doesn't USF get a non-doc Pershing? |
IMO, USF has too many powerful but fragile units for it to be easy to play. I don't think there is a fix for that, other than playing UKF, Soviet, or Ost. OKW also isn't a lot of fun to play right now.
I do wish that instead of a sweeping balance patch, they would fine-tune the existing one. Having Leig's suck means that OKW get's mortared all day, and going mechanized to get a walking stuka means that tanks and TD's are late. Soviets & Ost both feel okay, other than it would be nice if Ost had a non-doc 60-range TD. |
Lol since when was werfer nerfed? its by far the only op arty atm still even pins squads as well. It needs a major lethality nerf it erases vet 3 infantry every time used properly.
IIRC, the damage on garrisoned squads was nerfed because you couldn't get the squad out in time, and the squad was always deleted.
The calliope was overnerfed, but it doesn't matter because other than the 1919's, that commander is bad. |
You're walking on other abilities field.
There already is vehicle cloak and its not nor should it be on axis high profile armor.
Ost has cloak for tanks? Hull down allows vehicles to move?
Giving it cloak would help make up for lack of 60 range TD, without changing range of Ost tanks/TD's. |
The problem is that no matter how big the defencive buff is, if the tank won't get the range bonus it won't be able to return fire. A mobile tank can always fight slower TDs by trying to flank or by rushing forwards. Hulled down one can't, so it needs ability to hit them from its hulled down position. Bonus range vahicles like panther, stug, tiger and puma can do that with current buff. The others can't, but at least they can shoot first against incoming tanks or infantry.
One could also argue that RoF and range buffs acutally do make sense in historical context of hull down. German tanks in the game have no stabilisers, so firing from a tank that was mobile a short while ago is very inaccurate and effectively reduces range. What is more, hulled down tank gunner can use the terrain to fire further and more accurately, becouse he can note where shells landed with some specific gun adjustment. That is what artillery did for ages and mobility invalidates all of this. RoF buff can also be seen as less time needed to aim.
Make it cloak also - detectable at range 20-25. It could still be hit by a TD, but you would have to spot and the spotting unit would take fire.
|
I'd like to see it changed to something that more accurately reflects what hull down was. The target size of the vehicle should be cut to about 1/4 of the vehicles normal target size. It shouldn't get a range or reload boost.
The current ability is a really niche ability. A straight nerf would make it mostly useless. |
.... Anyone with any knowledge about this knows that the Yellow Fringed Flag is the 'Law of Admiralty' Flag. The flag with the gold or yellow fringe has no constitution, no laws, and no rules of any court, and is not recognized by any nation on this earth, and is foreign to you and the United States of America.
Good luck with those amendments there
This would be funny if it wasn't so pathetically incorrect. You're getting your "knowledge" of US law from right-wing nut-job websites and believing every last word.
The gold fringe is a decoration. The decoration is for indoor flags only, and has no special meaning in the United States, despite what the FreeRepublic wants you to believe.
https://www.amazon.com/American-Stitched-Resistant-Premium-Quality/dp/B071LSRLB9/ref=sr_1_3?ie=UTF8&qid=1518053028&sr=8-3&keywords=us+flag+with+gold+fringe
Now you can set up your own admiralty court. It would go well with tin foil hats.
|