But UKF is better than ostheer |
That's hardly an argument, 222 got its price cut in half, upgrade made free and stat boosted as well vs infantry and vehicle. (NB I'm not complaining about the 222 just taking example).
Crew Bazooka was a balanced option for the M20 to be able to defend itself at cost of potentially losing the car or the crew or both. If the M20 was so powerful vs infantry its stat could have been reduce or its price increase or build time increase depending on what aspect of the unit was problematic.
I'm sorry but I have yet to see a m20 surviving two 222 and is usually most likely going to die if overextending even vs 1 222.
Bazooka crew would be ok if they left the crippled vehicle with almost no health and 2 models after the vehicle took some beating. The cheese begins when the crew is full health and with a free bazooka. Squads (that you pay for with upgrades that you pay for - pzgrens 300something manpower plus 100 muni upgrade) leave a damaged halftrack half health! Your free crew with a free bazooka left full health and was able to destroy 222. Can't you see how unbalanced that is? Not only that - they could crit repair etc. Just cheese. 222 was a total mess a few years ago. Now it is still inferior as it can be damaged by small arms and can't repair itself so its field presence is much reduced. |
I just can't believe what I'm reading here. The difference in price is significant. Adding any delay would need to mean the price reduction of the bombing run. Still, we have a situation that once again an ability that really works and requires skill to make it useful is asked to be nerfed. At the same time an extremely potent and cheap ability (cluster bombs) is described as much less efficient that it really is. Incredible. Just totally l2p issue. Just use cluster bombs predicting where the enemy will try to dodge and you wipe many more squads than with fragmentation run. Top players predict such things and that's why cluseter bombs are so good in their hands. Same with bombing runs -players complaining are just unaware how difficult it may be to aim this ability. And you have to be really clumped to wipe more than one squad. With clusters you normally wipe a few or they are left with so little health that even a fart finishes them off. Or first you damage them a bit and finish off with clusters. I totally disagree with the perpective that fragmantetion bombs need to be changed. First make cluster bombs more expensive. |
Frag run OP when used near of border or near with base. While clusters always have equal time of work. In 1vs1 frag run will be better. While in bigger maps - cluster bombs.
both give very little time to react with run being more edge map depended. I see only problem with clusters tbh. Their price makes them too spammable. With bombing run you risk a lot of munitions wasted if you don't draw that line right predicting where units will be in a few seconds. |
The same issue as with il-2 bombing run, if you hitted good - result exellent, but frag run much easier with that. Frag also very good against garrisons, while in cluster you could survive in building. You even could kill damaged vehicles with frag run - i losted some su-85 when they caught under frag run.
Agreed. maybe just this buildin vs clusters I wouldn't be so sure. |
Idk about that, surprise is the biggest advantage. Russians thought they had non-aggression pact, Nazis basically were like "just kidding!"
Their army was sort of "headless" after purges in Soviet officers' corps in the 1930s |
It don't damage tanks so well as frag run. It also not give you guarantee wipes (but have wider area), while frag grenade will give you wipes more often. You have more time to react and retreat while bombs flying. Yes, team weapons have lesser chances, especially when sitting in the middle of ability.
In fact, i think frag run should work close to this ability. Only stun for vehicle and good damage for infantry.
To me they are too similar to change anything - only price could be adjusted. IMO clusters should be more expensive. |
No, they don't wipe, it was made sure after it got heavily nerfed after introduction, unless you keep heavily wounded squads on field, whatever inf gets hit by frags is dead regardless of health.
They also arrive slower.
Form my experience any damage to the model will make it dead under clusters (so if you use them after a few second after the skirmish begins you wipe everything), often units get hit by a few clusters on retreat (especially crew weapons including paks). With fragmentation bombs you must aim really well. Clusers don't need that precision. Anyway - imo cluser bombs are more effective overall. |
No they're their own cover. Should probably be called "trench cover" I suppose. Bunkers are also different.
Garrison cover: 0.55 received damage modifer, 0.5 RA modifier
Standard heavy cover sandbags: 0.5 received damage modifer, 0.5 RA modifier
OST/OKW bunker cover: 0.35 received damage modifer, 0.35 RA modifier
Trench: 0.2 received damage modifer, 0.3 RA modifier
All of these are "green cover" but they're all vastly different. Nothing new from coh2 though. Poor at information disclosure, kinda like how veterancy descriptions give minimal information.
Like garrisons though, bunkers and trenches do not follow the "10 meter rule" which negates cover inside 10 range.
I don't know if I understand correctly - trenches and bunkers are the worst but they work close range too? Garrison works close range too? |
What about cluster bombs form US? They wipe even more than fragmantation bombs and are cheaper. |