Guards' button - too OP, nerf if*
Target Weak Point - fine.
*Guards button could be countered by smoke, Guards did not inflict damage, you had to combine few different units to make full use of button while Pak40 simply stuns and snipes itself.
We should replace Button with shooting flares to blind the vehicle crew |
So when will relic remove the free bazookas for USF teching?
Hopefully pretty soon, apparently.
Captain
• Captain no longer comes with free Bazookas. Must either grab them from the weapon rack or purchase them as an upgrade for 80 munitions.
• On Me! No longer provides suppression immunity for its duration, but will still break suppression. |
Wow, supporters of this ability have really funny arguments.
-It can't chase.
-Lack of mobility.
-You mislead us.
Be honest with yourselves: You want it because it is unnecessarily overpowered. It's fine, everybody likes winning, but at least admit it.
Eh, it's acceptable on the Pak40. The full stun effect was plain ridiculousness on StuG Gs, but Pak 40s' greater vulnerability prevent it from being the brainless problem "Get 2 StuG Gs, get vet 1, TWP any medium tank that dares show it face to death" was.
If they want to nerf Pak40 TWP, bring it back to when the shot goes to the current location of the target so it takes more timing and skill to use. |
I say give the raketen the benefit of light cover or buff its range a wee bit. That just might help it where it needs it.
Agreed, the other AT guns (are supposed to) have heavy cover to compensate for their inability to retreat - well, Raketens can retreat but they can also be suppressed and have 10 less range, so I think it would be fair for them to be a bit hardier against bullets than they are now. |
Correct me if I'm wrong, I believe the range of the Raketen is 50 whereas ZIS is 60, or I'm running off old stats.
No, that's true. Raketen's range is 50. The penetration values to determine whether they will damage a vehicle they hit however, are exactly the same, 180/190/200. So Raketen will have 180 penetration at range 50, 190 penetration at range 25 and 200 next to them, while ZiS-3 will have 180 at range 60, 183.33 at range 50, 190 at range 30, 191.66 at range 25, and 200 next to them. |
Except Sovs have an AT gun that can actually penn something and has range.
Plus a plethora of AT vehicles that can scale well into the game, unlike OKW.
!?!?!?!?!?
Raketen's penetration per range increments is exactly the same as the ZiS-3's.
Ok, so the ZiS-3 will have 10 more penetration at range 30 compared to Raketen, I guess...
And now let's count the Soviets' AT-dedicated vehicles:
1. SU-76
2. SU-85
Now for OKW's:
1. Puma
2. Jagdpanzer IV
3. Panther |
Thread: M1024 Apr 2016, 23:24 PM
They already did that.
Pretty much, yeah. It's just going to be even better. |
Let me tell you this way then;. you're attacking the T4 with ATGs (coz they outrange it). Then I just pop out a fresh ober squad and stop your effort.
Obviously you should be covering your ATGs with an HMG, scrub
Seriously though I'm totally fine with the change except for that caveat, which is a pretty bad caveat. They couldn't increase the construction time OKW units affected by it to alleviate it either, because that would just be a nerf to players who'd rather place their trucks safe in their base. |
Sure lets give OKW a huge buff by changing this spawn system, I want my Panther to pop out of the Schwerer's Flak Gun so I can no-skill wipe any attacking allied armor trying to kill my T4. Also, UKF and USF would be rekt with these changes.
Fortunately, that shouldn't happen since they said it's "infantry" and "small weapon teams" only. Not entirely sure what constitutes as small weapon teams myself. |
LMGs are currently god-mode at max range, and currently there is no trade-off for that (apart from the LMG cost). Thus, limiting mobility might be the way to go.
There might be a DPS trade-off when they're literally next to them, sometimes |