Platoon command post manpower 180 fuel 30
Company command post manpower 200 fuel 115
Hammer Tactics manpower 200 fuel 50
Total tech costs manpower 580 fuel 195
Comet manpower 500 fuel 185
front armor 290 hit points 800 damage 160 penetration 190 range 45 (was 50)
Escalate to BP1 manpower 100 fuel 40
Light mech company manpower 200 fuel 20
Escalate to BP2 manpower 100 fuel 45
Escalate to BP3 manpower 100 fuel 45
Panzer korps manpower 200 fuel 50
Total tech costs manpower 700 fuel 200
Wehrmacht panther manpower 490 fuel 175
front armor 320 hit points 800 damage 160 penetration 240 range 50
Battlegroup hq & sws manpower 215 fuel 40
Panzer hq & sws manpower 215 fuel 135
Total tech costs manpower 430 fuel 175
OKW panther manpower 490 fuel 200
front armor 320 hit points 800 damage 160 penetration 240 range 50
can someone explain to me how the range reduction is fair, it gives the initiative to the panther to dictate combat and kite the comet, an ability usually given to tank destroyers with a counter balancing weakness, such as paper thin armor (Jackson) or no turret (su85, jagpanzer IV, elefant, jagdtiger).
a medium tank should not be able kite another medium tank (the game classes comet and panther as mediums), that makes for unbalanced and unsatisfying gameplay.
Panthers weaknesses are rate of fire and moving accuracy. I think it s fair. |
It's also giving Axis heavy tanks the first shot free. Enough to be a game changer.
Just like giving allies tank destroyers first shot free? |
If they are already annoying comet and panthers, why improve the panther?. Because this will unbalance against the Soviets who do not have good turret tanks.
T34-85 ? |
Good changes i liked them |
In some team games is common to see a PantherCMD and KT. This kind of thing should be avoided.
In every team games is common to see multiple comets. This kind of thing should be avoided. |
Not enough for crew weapons when consider huge AoE.
Timer has 10secs, but bomb lands around 13secs.
You can hear sound around 6-7sec (which leaves 9sec to land)
Then you have 2-3sec to find where it's gonna hit and move units out (6sec before land)
If you used for this 4sec you are doomed thanks to huge AoE.
For units like pack howie it is insta death 9/10 times.
Yeah but we have more big problems like CalliOPe and LM which instawipe your troops although retreat when hear the voices. Rockets arrive too fast and u cant do anything most of time. |
yeah vaz, no worry. you can still make usf blob with dual m1919 or penal blob for a loooonnnngggg time.
If relic still decide to make a patch, maybe it will get released in summer with its lot of bugs.
Took 2 month to fix usf laser guided mortar bug, so we might maybe be able to play again coh 3 in around 5 month (2 month until patch + 3 month for hotfix)
if only there was better WWII RTS geting released during these months ... oh wait,
Sudden strike 4
Gates of hell
Soldier arena
coh 2 is already dead but with these 3 games, they can already start to stop the server
Where is revert change about dual wielding, is it only about light vehicle changes? |
Fcking scope... |
You mean the croc? If so, it's more effective than Ostwind because it's way more expensive at 640mp, 230 fuel, and 18 popcap (which matters because brits are very population-limited), which is 80 manpower and 50 fuel less than a kt. It's techless, but comes at a pretty late 13cp, much later than either ostwind variant. They're just not comparable.
Its 180 fuel, not 230 |
Thread: WBP 1.730 Jan 2017, 02:28 AM
What about fixing fast cap abilities such as the Vanguard and the OKW one, these allow squads to cap points even whilst completely suppressed so long as the ability is active. Could this be fixed? It's easy to replicate and I imagine is just 1 string addition to the files...
OKW one is not cap, only for decap. |