Does the sturmT not qualify as a call-in heavy? It should not be possible to call in a sturmtiger and a KT at the same time for one player. I realize people who only care about 1v1s don't mind too much for this, but I play mostly 2v2s and its feasible in some of those longer matches.
The sturmT can almost 1-shot an ISU, has 220 armor and 1280 hp. The 220 armor is obviously pretty low for it to be a heavy, but 240 is pretty low which is the churchill, and the offset for that is the large health pool which a strumT also gets. In 2v2s you can see a strumT a KT and JagD or another KT between two players at once. It's pretty ridiculous trying to kill these combos, flanking isn't really an option when you've three high health targets + mobs of shrecks. |
@Spinflight; Stop baiting people with misinfo and lies.
The 42 is better than the vickers. It suppresses faster, there's no mg that puts squads down faster at the edge of its range than the 42, and that's the most valuable feature of hmgs. The vickers damages things faster and thet vet 1 range is nice, but the 42 is better at the main job. |
Then we could add one model to grens. Good deal.
Uhh, what? |
So that is a .50 problem.
Is it? I'd argue that the 42 is also just as good if not better than the vickers, which is 280 and also in a HQ building. If you ask me, the cost of the .50 and the 42 should be switched. |
The MG42 cannot cost 260mp while the .50 cal costs 280 and is tier locked. That really needs to be changed, because the 42 is blatantly better than the .50. |
That's the misunderstanding, It has never meant that.
And who's fault is that? It's not like you guys make guides or any sort of FAQ to properly explain any of the game elements. All of the best stuff like that is found here, made by fans. By the way, I have never once played a map that I had on veto since launch, and since the last update 3 out of my 10 games have been on maps I vetoed (thats only in 2v2).
Something tells me that since a couple of different people have come here pointing the same thing out, it's probably not working as intended, even if the system works differently than many of us thought. |
doenst make the unit better. if you go brummbear in a serious match you either 1) already won 2) you are going to lose. or tell me how often do you see brummbear? (not talking about 3v3 and 4v4 where the balance is completly off and it purely depents on the teamwork capacity of the team)
Care to explain? Everything I just said showed the brumbarr to be better. How often do you see a scott? I see brummbars more than scots. |
It needs a buff but to say it's worse than brummbaer is not right i think
How so? The brummbar's only downside is its cost, but I think it's worth it. It has a pretty good crew shock chance on most tanks, its pretty survivable unless its your only vehicle, and it does its main job much better than the scott because of that. There are tanks that can one-shot the m8, and its armor protects it from nothing but bullets. Cheap, yes, but its in t4 and the wermacht still get the werfer in that tier as well. The scott is the only dedicated AI for the US in t4, and Relic thinks that giving the sherman an HE and AP toggle is somehow enough to offset that while the scott remains trash.
I would prefer more range. It's need to be so close to the front lines makes it so much more micro-intensive then every other late game indirect unit.
+1 |
Haven't seen one of these in a long time. I think the update that fixed the squad spacing a few months back made the scot absolutely useless. It's very weak and I personally only call them in if I feel confident I'm going to win anyways. They can be kinda fun, since there's really no other unit like them, but overall they don't seem to be very good at their intended role. Like as far as stock late game anti-infantry vehicles go, the US bring the scot to a table where the Katy, Werfer, Centaur, Ostwind, Brumbaar, Churchill, and Walking Stuka are all seated. It's decidedly the worst, and while it is also the cheapest, a buff with a cost increase would not seem out of place IMO. |
I've seen this a lot too. It can be especially annoying with maxims; the yellow warning sign will pop up over an enemy squad, but the squad will continue to run and occasionally make it out of the arc. |