The P47's can chase you all the way across the map, the CAS loiter ability can not. P47's become turbo accurate suicide planes when shot down and come in a pair meaning you often retardedly coded AA units will switch shooting at the planes to often to actually shoot them down.
As said earlier a smart way to fix both abilities so we don't have loiters 1 shotting IS2's or following Panthers all the way across half of Russia is to make them both strafes which encourage intelligent targeting instead of point click and done.
Alternatively just fix the target priorities on the CAS loiter so it doesn't shoot at passing seagulls instead of tanks so when you do leave the area the plane doesn't start just chewing on your infantry.
You have no idea how annoying it is to call in a very expensive ability like CAS and have it waste 1 of it's 3 strafes shooting a gardening maxim in a building. |
I dont think they're advertising any of the changes because all of the changes are subject to change. whats the point of saying volks will now have a chainsaw upgrade and getting everyone hype when they'll change it and remove it a week later?
Alot of certain things were changed and fixed and reverted and whatever...the alpha is just a big mess of experimental changes.
Maybe when they do Beta they'll start showing stuff thats more consistent and ready..
Agreed, I think everyone who has ever tested for Relic can tell you with out breaking the NDA that a lot of ideas get floated and shot down or reworked. It's all part of the testing process. I can understand Relic not wanting to make Alpha stuff public because of how often things change.
Hopefully we get an open beta or even closed beta soon coupled with an announcement and some hype generation, but honestly hype can be very bad because if you promise people the moon they will want the stars and be disappointed. |
Actually, you're completely wrong(surprise surprise here).
ISG is most effective at shooting ANY squad size or spread, because it suppresses them. It also have longer range in general, meaning when both shoot target at 60 range, ISG is even more accurate.
Pack howis larger AoE means not much when it rarely hits anything because of much higher scatter values, it might wipe now and then, but its rarity(IS-2 vs Tiger AI anyone?).
Neither of them really wipes anything, but it takes a single model hit from both to win an engagement due to suppression and ISG is much more likely to score a hit, therefore its superior support unit.
Uh, they both do suppression. And the Pack has a larger AoE meaning that it is more likely to clip a squad and do suppression. The low damage compared with the low AoE on the ISG means that doing suppression or damage is literally direct hit or miss.
I would rather have a Pack Howi (which has better vet), than an ISG. But both are most effective counter-intuitively at close range |
Maybe I am a bit salty, but everytime I play against a M8A1 I get the feeling that it literally snipes even retreating units. One man left retreating to your base? The M8A1 will get it 80% of the time.
I could also be totally wrong, just my feelings.
It's most effective (as is the ISG) when shooting at damaged squads, but due to the Pack's larger AoE it's more likely to kill stuff at higher healths since both guns do exactly 80 damage (the health of every infantry unit in the game).
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Anyone have the stats for the LeIG vs Pack howitzer? Out of all the games I've tried to make the pack howitzer work I think the LeIG far out performs it.
Auto attack
ISG:
Penetration:
75.0/75.0/75.0
Scatter angle:
7.5
Scatter distance:
12.0
AoE radius:
4.0
AoE far:
3.0
AoE mid:
2.0
AoE near:
1.0
Pack:
Scatter angle:
9.0
Scatter distance:
14.0
AoE radius:
6.0
AoE far:
4.5
AoE mid:
3.0
AoE near:
1.5
Barrages:
ISG:
Scatter angle:
6.0
Scatter distance:
9.0
AoE radius:
4.0
AoE far:
3.0
AoE mid:
2.0
AoE near:
1.0
Pack:
Scatter angle:
9.0
Scatter distance:
14.0
AoE radius:
6.0
AoE far:
4.5
AoE mid:
3.0
AoE near:
1.5
The AoE on the Pack is a lot larger, meaning when it hit's it hits hard and does a lot of AoE suppression. The LeiG's really tiny AoE allows you to hit right next to squads and do barely any damage or suppression due to the fact both only do 80 damage. |
Well, you (and inevitably alex) are the only ones then. Cruzzi explains the difference in AI nicely, ask him around on streams.
Man If I had a dollar for every time you mentioned me in a thread I hadn't posted in....
The difference between the IS2 and Tiger I when facing infantry is that the IS2 is more about 1 shots, Tiger is more about DPS. |
We will visit DC at the early part of our trip. However, I don't think we will be spending too much time there. Most likely visit the monuments and politically important places.
D.C. honestly has the best selection of restaurants on the east coast, I would linger a while longer at least just to see everything and eat somewhere new every dinner/lunch. You can easily spend a few days and not run out of stuff to do.
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The D.C. area is really nice this time of year, come tour the monuments. Old Town Alexandria (near where I live) has some of the best sea food on the entire east coast! |
yes, but don't you think you are not really helping your cause with statements like this? Given your logic, OH/OKW might not use demos even if they are available
The option would be open to them and they would need to sacrifice something in order to use them. Which is how it should be. I
You're basically telling me USF will win without throwing grenades, buying MGs, armour skirts, using smoke, buying mines, or buying the weapons that is literally a design point of the faction. Everyone spends munitions a ton outside of commander abilities aside from Soviets when they aren't using Guards. Some use it in a far more linear manner than the others, but they're going to use it because you kinda have to win the game.
And I just you about USF units that are gigantic munition sinks, right? And not from one upgrade, constantly to use them at all. Only the Major out of all of them have much of a purpose without spending.
Grens need the LMG to be able to stick around without getting their ass handed to them. Rifles can walk all over Axis starting infantry for a while before things like the BAR and 1919 become absolutely necessary. With USF the option is there, and they do use a LOT of munitions but the way upgrades are structure for Ost is that they have to use them to even play the game.
For OKW you need medic crates with a mechanized start, you need shreks, ect. These are options you can't skip over.
If something is too strong, its getting a nerf to bring it in line with the other armies in the first place, so why anyone in his right mind would compensate for nerfs?
If you compensate for nerfing overpowered stuff, you create another overpowered stuff.
If you're giving away tools of X army to Y army without giving something from Y to X you CREATE another imbalance.
Imagine now USF getting ost sniper clone, because why not? USF doesn't have a sniper and they suffer greatly from fighting against one, so why shouldn't they have a sniper of their own to "balance" this out?
Does that sound fair? Because in my book, it doesn't sound fair at all and is a plain stupid. Just like alexes proposal.
You have not, in anyway framed how the demo charge would make things unfair or to hard for Allies. You are making a false equivalency here. Yes USF having a sniper just like Ost's would be OP, good thing nobody is asking for USF to have the Ost sniper.
We are not talking about units, we are talking about a munition based ability. Allies have the ability to field far more sweepers than Axis can. If you think demo charges would be OP if they were given to Axis despite all evidence to the contrary, maybe that means demo charges for Allies are actually is what is OP. |
they would be cool with this if relic gives Soviets a weapon package for the scripts
They have one, but non-doctrinally you mean of course. I would be fine with more upgrades been given to every faction but in the case of cons you need to be careful since they are the easier of the basic infantry to spam. You can't spam grens without getting bled to death, and Volks become just a pain in the ass to micro after the 4th one.
What? No. USF has weapon upgrades like Ostheer and OKW but up to two, static MG upgrade like Ostheer, pintle guns like Ostheer on their medium (though less overall on their tanks) which cost 10 more, and some units that are walking munition bleeds to function in addition to a bunch of smoke abilities (none of which are free).
REs: If you're using them in combat regularly, you're using suppressive volley 'cause it's not like it does damage.
M20: Armour skirts and if it lives long enough, it exists for placing AT mines.
57mm: If it's at least a PIV, the 57mm needs to chug AP shells.
Stuart: Basically the only thing really good about it is has a bunch of abilities (which are a bit poor themselves but that's another story).
Major: If you're using him as something other than a retreat point, you're using his (mostly horrifically overpriced) call-in abilities.
Additionally, Rifles' vet basically requires munition spending to be useful, as they get less accuracy from vet 3 than other combat infantry while gaining a large decrease of their abilities' cooldowns.
With Ostheer/OKW the munition sinks you have are basically 100% required. You have to get medics, you will have to make a large amount of use of grenades, you need to have shreks, you need to give your Obers LMG34's. Ostheer relies on munitions to effectively operate at all stages of of the game. The reason the fuel to muni conversion is so powerful is it takes away one of Ost's biggest limiters.
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