How about volk+streck gain reduce speed only when in combat, same as british heavy engineer?
If so, reduce streck cost to 75 for compensation. |
Pwerfer must be up close to properly wipe squads. come to close and you are one shot killed by pretty much anything other than small arms fire. Yes you can instantly move it back afterwards but you are still at risk while firing. They enemy can also send in any vehicle and hunt down the Pwerfer and kill it easily.
The Calliopie on the other hand can literally have LOS on the enemy, wipe them, and walk away unscathed. If the enemy try to rush youre calliopee with anything smaller than a p4, you can simply reverse yourself away taking a couple hits and still have plenty of time to have AT guns and infantry come snare the enemy vehicle before your calliopie dies.
You can counter Pwerfer will very cheap light vehicles, you can MAYBE counter calliope with a P4 or higher.
heck you can kill pwerfer with calli but not other way around.
And you say armor is worthless. Perhaps you play to much 4v4 where you can hide behind 3 other allies.
Survivability for all forms of artillery is huge. Especially in 1v1 and 2v2.
It still sounds odd to me that the enemy has 140 fuel to bring calliope out when all you have on the field is anything smaller than a p4. |
I made a small test.
How much time there is between sound and the rockets.
PzWefer - 5,46s.
Stuka zu Fuss - 4,78s.
Calliope - 3,87s.
Katyusha - 3,41s.
Katyusha is the fastest but it's also the weakest.
Calliope is almost at the same level but it's way more deadly.
Wonder how much time you need to pack crew weapon and run away? 3,90s till they start running. It's not enough to run before first Katy barrage but you have over 50% to survive. It's also not enough time to run before Calliope but opposite to Katy, Calliope does not leave you chances to survive.
Point is simple. Werfer na Stuka are really deadly, so they leave you a small window of running away without casualities. Katy is not that deadly, so lower times is justify. But calliope if more on pair with werfer than katy.
Actually, panzerwerfer sound is based on where rocket is. So if you fire it, you hear it clearly, but not the one who receive the barrage, which is currently dominated by the sound of other gunfire, explosive and background.
By the time it lands, it is too late, you still get a wipe even you retreat your unit.
One more thing is the arc of projectiles. Katyusha and calliope fire on low arc, which can be blocked by building and bushed, or even cover. This is not true for stuka and panzerwerfer, which land nearly on top of unit unless they stand very close to tall building. |
Just shout "For the fuhrer" at the end of the match, it'll help. |
Actually, all mg, not only allies mg alone, cannot suppress more than two enemy squads before getting killed if they use normal formation.
Your best bet would be set up mg waiting enemy at corner, because troop path-finding will bunching up there and get suppressed at same time.
In late game, terrain deformation generated tons of yellow cover. MG no longer works, so you have to rely on explosive weapon, which does not affected by accuracy. |
ISU-152 only appears in two commanders, why is self-spot removed?
Forward Observer appear only in 1 commander(Recon commander to boost) and the level is nowhere near this thing.
I don't mind if x2 sight range tone down to +10 sight to be same as other sighting commander ability.
And Indirect fire? What kind of fire can be used on elefant(if you can survive its shot)? Or Scoutcar that you can't even see it to begin with?
Sorry, but this thing have been a thorn in my eyes for too long. I have used it, I have seen my friend use it, and I have seen enemy use it, both in failure and success. And as I say, in right hand, it's simply broken. |
I think it's fine, British Tanks get increased sight with Commanders and those are standard. I don't think it's as much, but it's non-doctrinal and stays active when moving.
Actually, only cromwell, firefly and comet can upgrade commander, but in trade they can't upgrade mg gunner.
More over, commander only increase 10 sight, scope double the sight range, which is 35 to most vehicle.
If anyone think it is fine, then many more abilities need to be buffed to be the same (Forward Observation, return ISU152 selfspotting)
Otherwise, it's simply broken. |
I don't know how Scope survive balance debate till today, but when in a capable hand, Scope can break the game too easily.
There are several things that can be used to compare, but all of those feel pale to mighty Scope.
- In USF version, there is forward observer. And you know what joke it is.
- SU85 can extend its view a bit, but run slow, and unable to spot surrounding. Same for 57mm atgun vet1.
- Valentine and Infrared halftrack can spot very small corner and require setup time, and cost quite large amount of mp and fuel to invest.
And then there is 30 munition Scope.
Equip with scout car and you can hack map legally.
Equip with Elefant and this tank destroyer can spot for itself.
ISU-152 self-spot was removed because it give this vehicle so much advantage, then what about Elefant scope, which can spot 360 degree around it?
My suggestion is: Allow only scout car (or in extended, halftrack) to use scope, and Scope work like Infrared halftrack or valentine. |
I think they would never in real life fire on troops on the ground with the main cannon, only on units in bunkers and buildings with the purpose to destroy the building. It would be a waste of ammunition to shoot on troops on the ground. But their MGs would fire on the troops.
Actually they would with HE round. Most of late tank destroyers are equipped with HE round to serve as role of assault gun whenever needed. |
In order to fix this, in game report feature needs to be added to both in game and after game match screens. Reporting needs to be quicker and easier as most players wont send replays to relic as its very time consuming and hard to find the email. Inside this report feature we should be able to mark what actions the player took eg: AFK, Base attacking, poor team communication (raging at your teammates). Along with this maybe adding boons to being nice players (see CSGO/DOTA) such as being commended for being a good/helpful player may be an incentive for players to play nicer with teammates.
Players leaving before the 5min mark should be give an 5~10 min cool down timer for leaving matches early (see rocket league matchmaking). This should never be acceptable, and needs adjustments. To not even give your teammates a try is devastating in large games as players and can lead to games taking longer to load than the actual game.
There is customer service within menu button on bottom left corner that you can report.
However, what wrong with leaving before 5 min mark? This is a game, not real life and you don't even know what happen to other side. Maybe s/he has to go to toilet and doesn't want to AFK.
I see player dropping as normal behavior. If you don't like that, find a friend and play with. |