I had the feeling, the one thing that gave it away was his constant camera in the fog of war. #Believe
But FOW doesnt hide sound or trees crushing etc, amount of times I have hit a repairing vehicle through FOW because I can hear it is uncountable. I know what you are refering to though, just making it clear so that people that don'nt know about this might see everyone as a cheater for FOW 'snooping'.
I would say it is due to unit roles.
Shocks and Commandos are both short range units which use the smoke to close in with little damage. They use shared CDs so that you can't just chain grenade up to an MG for an easy wipe.
Units with the blendkorper are generally longer range like Obers and Falls, so they generally don't need the smoke to close in, and can't because they would damage themselves with it.
Thats just my interpretation though, old lelic had some questionable balance choices and it could just be an oversight that noone thought to correct.
True but there are still countless advantages to having two the blendkorper and a regular grenade especially when it comes to VP play. 'Smoke' the point blocking sight for any MG/unit and slowing down any that try enter, the launching a nade to any that close in or get onto the point.
Would like to know myself if it is intentional or an oversight.
Why is the Falls smoke grenade not on a cooldown with its other grenades similar to how commandos smoke grenade forces a cool down of the gammon bomb. IIRC this also applies to volks when they have the infiltration grenades and the flame grenades dont share a cooldwon.
Yes that is my point , there is number of user complaining that Brumbar is difficult to deal when it used defensively (covering VPS) and speed nerf would have limited impact.
That is why I have suggested a change in AOE/projectile speed that would effect the unit both in offense and defense.
I don't find it hard to deal with when it is used defensivley, once it starts to push that is when my issues come.
More often than not in 3v3's that I play it is the first tank out from ost and it can come out pretty quick in those modes and as mediums dont reliably pen it, its free to roll around and cause utter chaos.
Playing agaisnt a brum I say that if it doesn't die or make a silly mistake such as hitting a mine, I lose the majority of the games that it appears in (Last I checked I was rank 16 random 3v3's but I lost like 8 games last night ).
KT's, Eles, Jags, Tigers are all manageable but the Brum has serious impact that I can't deal with. Maybe I'm doing something wrong and the problem lies with me, if so that's fine I can accept that but I genuinely don't have issue with any other unit than the brum and no matter what I try I can't deal with it effectivley.
And that is why I said that lowering its mobility would be a ill-advised change. It will further restrict the unit in being used defensively covering vps.
The probable has more to do with combination of case-mate/sort range that make it clunky to move to position to fire than just the mobility.
It's not strictly a defensive tank, its a powerful breakthrough tank that can reliably win a push with just one shot, similar to when the OKW Tiger 1 was OP as fuck a few patches ago, it would roll up and one shot everything. Here the brum isn't as hard to pen as a Tiger but all it needs is to peak, shoot, retreat, repeat and it can do so very, very quickly.
The other tanks that are similar on axis are the Sturmtiger and that is balanced in that it has a long reload, can only fire once before having to reload and is more obvious that a sweating pedofile in a playground, the AVRE is similar.
The mobility and clunky 'issues' are really a problem when it is able to perform like it does, similar to how Ele and Jag not having a rotatable turret and being small isnt an issue due to the damage output and the range. You can see the Brum performing in this video from 4:45 onwards:
That's more typical to a game scenario, none of this statistics and ideal scenario situation that people cruch on. Games are dynamic, full of shot blockers, sight blockers, flanks, arty, pushes and panicks. It's never just a long corridor with a Brum slowly approaching 2 AT guns undefended to which the brum loses.
If you've gone mediums you're screwed because you cant pen it reliably, you can't chase it because its almost always backed up by AT guns and more likely than not, fausts so you are almost forced to wait for (as UKF) Comets and that gives you no advantage at all as you've given up a lot of crucial tank time by the time the comet comes, and whats a good counter to a comet? A Panther and what tier does the Panther come in....
If its to stay as it is, at least allow mediums to pen it reliably and maybe up the health to compensate for this.
Isolated as in balanced. With the ATGs protected. There's no way a Brummbar can realistically go in against two ATGs and expect to win, unless it gets exceptionally good RNG. Because unlike you claim, ATGs have very good chances to penetrate it even at max range. And that chance only goes up the further the Brummbar moves in to get shots off with its low 35 range.
Yes the Brummbar is great, and yes it can be hard to deal with.
But it does not bounce that many ATG shells.
Isolated as in balanced? So the balance team wont be touching the Brumbar then I take it as its balanced? As I don't know how you can say something is balanced based off an ideal scenario...
It might have low range, easily penned by ATG's but you seem to forget maps being full of shot blockers, counters to ATG's being on the field, so on and so forth. With the logic of ideal scenario = balanced, then every unit in the game is balanced and no further changes need to be made, right?
ATGs not so much.
Vet 0 ATGs have a 62-75% of penetrating a vet 0 Brummbar at max range (M1 using Sabot).
At vet 3 they have 78-85% of penetrating a vet 2 Brummbar at max range.
ZiS being the weakest, 6-pounder in the middle and M1 with Sabot having the highest chance.
Generally, two spaced out ATGs are enough to keep it at bay and will definitely out trade it in a (isolated) head-on engagement.
Isolated, a situation that wil very rarely happen. An AEC could kill a Brum or an Ele in an isolated incident...
Problem with the Brum whenever I face it is that it bounces a hell of a lot of shots from both AT guns and the cromwells.
It might be balanced in 1v1's and maybe 2v2's but as I've been playing a lot of 3v3's it is very powerful in that game mode.
The rate at which it bounces shots + the fact it can be supported by TD's from either teammates or the same player due to the fast rate of fuel in team games means that saying "Go for TD's" doesn't really work.
Late game you then have to contend with a brum backed up by an ele, Jag or KT, and that's just a nightmare.