I kinda like the idea, but with the responsiveness of mortars so crap i think it would make them useless as they would never be able to fire soon enough to do anything but push a stubborn unit out of a building.
MMAAAAYYYBE give them an arch like an MG where they would auto fire at (they have to pick up and set down to fire in a substantially different direction anyway).
OOORRRR make the auto attack have less range and manual have really high range. I would personally be happy for mortars to have greater range provided they didnt wipe stuff and needed a little micro.
+1 The arch idea sounds good, reminds me of men of war where the mortar has a arc, could be wider than the mg42 or something 160 degreeish or something. |
Just my 2 cents, but why don't you "nerf" all tank destroyers visibility on the move and give it a full sight when stationary, that way when you try and counter stugs with spotting scopes, fireflies with extra vision, the recently m36 jackson, etc, they have a risk when over extending and you leave that job to the t34's, sherman easy eights and all medium tanks. In this sense tank destroyers function as a sniping unit not a flanker or a tanker, that way you are more exposed to an infantry flank, and so on. I just think that this way you promote "combined armored assaults". |
It wouldn't counter blobs anymore tho, and would stil be super vulnerable to nades of any kind even with the crazy dps.
True, was thinking more on 2vs2 and 1vs1. But if it would be dps dependant and it's dps would be buffed it could be op in 1vs1 or 2vs2 I guess. |
Do you know what would even happen if the dshka had 0 suppression?
Volks could walk up sure, but they will still get eaten up by the dshas ~70 DPS and even if they were able to throw a flame nade the dshka could simply just reposition and/or sprint away.
I imagine it like the autocannon from DOW 2 but with rapid fire and only able to affect infantry and light vehicles, would be good IMO, different type of unit could be cool imo. |
There is a known bug where it gets decrewed but nonetheless you can move and shoot with it, is still under your control and it's invincible and doesn't appear on the enemies minimap, I have a replay, problem is, previous patch. |
That´s also one of reasons why I created this guide. If players start using "cancerpit" properly, we will able to determine how much overperforming it is and thus nerf it if needed.
+1 |
Does anyone else have this problem? It says I have the wrong username or password, but I know that I do not.
Happened to me as well, couldn't sign in. |
Go sniper as ost then gren vs maxim spam |
I don´t know if they all were fixed but here are gamebreaking bugs.
- USF crew hopping bug - to save manpower and popcap
- Tank phasing - tanks can move throught tanks
- Ost incing shot bug (or feature)
- Tank pathing, light vehicles have problem to turn around because of cover problems
- OKW mines do not supress
- British bugged tank abilities
- Both OKW and USF halftracks are still moving like retarded unless you micro them like crazy
- MGs sometimes dissapear when crew die, mostly when shot by artillery fire. MG´s still have enaught health. There isn´t even HMG wreck afterwards.
- Ghostwiring still exists, you can wire kubel off for example, or ghost part of cover while sitting on the other
- Motocross bug - light vehicles sometise do 360 degree drifts, losing speed and dying.
- Few vehicles can get stuck into own carcases (eg 444 - remaining 222 get stucked into dead 222)
- Reloading bug, HMG´s and oswinds aren´t able to reload while out of combat often resulting into 1 burst and then long reload, giving enemy option to flank HMQ or kill oswind
- Deathloop
- HMG´s overshotting their max range (range you can see when you click at hmg) while being in house
- Elevation bug - tanks often cannot shot on infantry that is on hill, ISU152 have biggest problem with this - makes it almost useless at langres .
- artillery "doubleshot" bug artillery pieces (mortars,light howies) can shot 2-3 rounds in very quick succesion because they fire normal round, barrage round and normal round, often resulting into squadwipe
- Firefly tulips are often missing kingtiger. No matter how I try, I always miss second tulip, even when kingtiger isn´t moving
- Weapon stucking bug - you can stuck 2x lmg34 on obers or flamer and sweeper on royal engineers
- Royal engineers flamethrower incosistency
- Capping flags still block tank pathing
- Light vehicles can push infantry out from cover, giving OKW clear advantage with kubel
- Kingtiger being uncallable until you chose doctrine
- There is still heavy snow around buildings on many maps
- you can still block units retreat path via ghosting
- USF dissappearing nades
These are all bugs I can give you now, If I think a bit more maybe i will find more of them, but still you can see how many bugs are there. Bold ones are gamebreaking
You forgot the almighty invincible invisible AT ZIS GUN |
Nice tourney, looking forward to it! |