So, they got rid of heavy engine damage but kept the M20 BS? |
I was spectating a game when I saw PZ4 hit a USF mine and stop moving, it died after sitting there for a while with no attempt at moving, the player mentioned in chat he couldn't move so I rewatched the demo in the HUD where you can see the units abilities and.... The reverse and move function had gone.. WTF?
Video:
https://youtu.be/vqUhGP0YjC4 |
Dont drive your vehicle into faust/at nade range?
Oh of course but sometimes, its bound to happen, at times i've drive JUST in range and backed away with blitz only to have a faust follow me , that should not have been a 100% chance to hit in my eyes, I was out of default range and blitzing away. |
I get that but shrecks to some extend home in too, Im not suggesting a piat mechanic but something that is dodgeable by moving out of x range or at the very least, behind a building. |
Aye I've had the throw time bug too, it seems to be when the unit that was about to throw the grenade dies, it seems to chance who is throwing the grenade and then start the animation over.
That's what I seem to notice whenever I'm screaming at the units to throw the grenades. |
Stun Grenade (Axis): IIRC They removed the ability to stop retreating units, that's fine, stunning units, again, fine, frustrating but fine, yet, why does it have to do damage? It should just stun, there is no need for the added damage.
Bundle Grenades (Axis): The only problem I have with this is just how well it destroys houses, I would much rather the bundle grenades (all grenades in fact) do more damage to units inside the house rather than the house itself. That still allows them to be good anti garrison tools but stops a full health (wooden) house from collapsing within the first 2 mins of a game.
Flame Grenade (OKW): Similar to the stun grenade, the initial blast of this grenade can and will kill models, because of that, in most situations it is much better than a regular grenade. If the user is paying attention they will dodge a grenade and run back into cover, in this situation it denies said cover/house for a set amount of time possibly exposing said squad to red cover for a period of time. Just remove the initial blast damage.
Light Gammon Bomb (UKF): From the ALO (Air landing officer) it's OK, from commando's however, its too short a fuse to react to at times when thrown from camouflage. Either increase the timer when thrown from camo, or, do not allow it to be thrown from camo.
AT Grenades (faust,AT grenades etc) (ALL): They home, we all know that, you blitz around a house and it will follow, hitting the tank. Why do they home? Surely there is a way to make these avoidable rather than being a 100% chance to hit. |
It's happened on more than one occasion now where I will lose a territory point and due to game happenings and be completely oblivious to it due to the announcer deciding not to tell me.
It doesn't matter what the point is either be it fuel, VP or just a normal territory. From what I can gather if he is about to mention it and a squad dies, gets built or you reach a CP, that will override what he was going to say, its stupid and really needs to be fixed.
Unless of course, I am stupid and he does say it but I just don't hear it, in that case, these aren't the droids you are looking for. |
I don't believe so, I was on hold fire, threw a grenade and switched it off, moved to dodge the nade, failed due to pathing (1 model got caught) and once it worse off, couldn't shoot.
I have a replay I think but I don't know the time it happens, can upload if requested. |
I had this used against my commandos only to have them glitched out when they came out from being stunned, they simply wouldn't shoot, They chased after the targets however but simply refused to fire their weapons. |
Same reason not many men Knit. |