guise tis isent funney i em cumplately seris abawt thes u gais r buleys tew
Who ever made this account is a god amongst men. |
Hi again; the reason the FHQ is retarded is because it's gimmicky in the sense that it's an all in win or lose thing. Said types of gimmicks are terrible because on one hand they are horrible in some situations and on the other retardly OP in others.
Just because the commander is shit after minute 10 doesn't excuse the fact it can win the game before that, just because the game can be won before that doesn't excuse the poor late game scaling.
The commander would be much more fun if it was an emplacement or HQ you build on the ground that your troops could retreat to and heal at.
Think of it like this, would you rather keep the current "win at minute 10 or bust" form of the commander or a better scaling one that is more versatile and gives Soviets an edge on the bigger more open maps were they tend to suffer? |
Extactly true ^^^ not to mention Wehrmacht mines have a potential for squad wipes for muni as well.
If you get squad wiped from walking into a minefield that literally has signs well I don't know what to say. |
A lot of Soviet players would love to have some abilities to use munis on. Like an assault package for scrips,a DP, for gardens sake even a flamethrower.
But STOP blobbing. If you spread out a bit, spamming demos ain't cost effective
This is extremely untrue, wiping out 1 squad at a time with demo's is very cost effective. 90 munitions to kill a vetted gren with an LMG42? Or an Ober squad with a 60 muni LMG34? An excellent trade.
The reason demo's are kinda bullshit is they punish players who spread out just as much as idiots who blob. |
The crew bunching for the ISG is often not that bad from my experience. The 120mm though.. Those 6 men bunch up like crazy.
It's because the ISG's crew are more likely to take a shot or two at the enemy, which cause's them to spread. The 120's crew it never shooting at anything so the crew love to group hug.
ofc the issue with the ISG is that you have 2 men that must always stand next to the weapon, while with the 120 you only need one. bunch is still a problem in general. |
ISG is more efficient against blobs (or even two squads near by). The 120mm is entirely RNG dependent for squad wipes (not to mention all other mortars have this ability).
It has very tiny AoE, so yeah good luck suppressing a blob unless your shooting at it at point blank range which is risky as fuck with the 4 man crew.
Noob question - does the 120mm have more range than the ISG? I can see those things having serious problems if they ran into 120mm counterbattery fire...
Nope, but the ISG is ineffective at long range so pretty much everyone uses it in close range were it can be killed by the 120. The crew bunches up around the gun so normally 1 shell is enough to kill an ISG.
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months and months seeing how you talk about how mobile are the jacksons and now you come here to say than "Light and mobile" is a property of the m10 that differentiates m10 from jackson???
come on, you can do it better Alex.
The M10 is significantly faster than the Jackson. The reason the Puma and M10 are comparable is that they are both lighter units built to counter things bigger than them.
Le funny meme arrows
Jesus
Also you don't get his point
What is his point? |
No, ISG is quite good currently.
The suppression make it a good unit, with OKW manpower float you can always spend two, it can be quite devastating, in open map ofc.
It's not bad, it's good but the 120 is still objectively better. |
sigh...
>50 range
>Light and mobile
>Focused on fighting mediums
>cheap
Yeah nothing in common here! |
update ur game
He's not wrong, an M10 is just a Puma with better stats/armor.
Name:
f34 76mm T-34 Gun
File name:
m10_m5_3inch_gun_mp.xml
Nation:
usa
Penetration:
180.0/160.0/140.0
Scatter angle:
7.5
Scatter distance:
8.0
AoE radius:
0.5
AoE far:
0.25
AoE mid:
0.2
AoE near:
0.15
Name:
5cm KwK 39 L/60 (Puma)
File name:
sdkfz_234_puma_kwk39_5cm_mp.xml
Nation:
oberkommando
Penetration:
160.0/120.0/80.0
Scatter angle:
7.5
Scatter distance:
9.5
AoE radius:
0.5
AoE far:
0.25
AoE mid:
0.2
AoE near:
0.1 |