the ending of that trailer was funny as hell "HAVE A GRENADE YOU CHEEKY BUGGERS!" |
It's not an exploit.
Read the patch note carefully plz.
When pz4j is brought to okw, is there any point to get 2 KT?
KT gonna face tons of su-76 or whatever crap?
You're making this thread in official forum and brought in here.
At least it will not work well in here, I assure you.
P.S.: Kronosaur0s's comment is sarcasm... obviously.
nevertheless having the option and the freedom to do it is "there and open" and that is a serious problem |
turn it off and back on again
that can be quite a nuisance and a problem especially during combat would have been better if relic fixed that bug to begin with |
Maybe they said they had no plans early on. Relic would never say that they would never do something unless there was 0 possibility of it being in game. The fact that their statements turned into "we have no plans" into "we can't talk about that" is still pretty telling.
man thats a real lame ass excuse on relic's part would have been better if they came clean and said we plan to add the pershing later on or someday if a lot people ask for it |
KT is so spameable...
Yes, agreed, add limit ffs
something you and i can agree on |
the AP HE round switch takes 6 seconds, which is about the amount of time it would take for the sherman to reload normally.
this is a fairly "realistic" drawback as your crew is essentially ejecting the unspent round and loading in another one.
meanwhile the panzer IV doesn't need to switch shells and it can do both anti-armor and anti-infantry duties |
Here's my ideas on what USF core needs without redesigning things entirely that would break other things without the need for god awful heavy tanks and elite infantry to carry them which some people suggest -hint: Soviet players didn't like that, why should USF go over to the same thing?:
Ambulance:
Population: Reduce to 3 from 4, perhaps even lower. Would help with the MP issue. Combined with the below Major changes, MP upkeep would be less.
Mortar Addition:
As people have suggested, make it available from T0. Smoke would be useful. If I were to design and make the stats for the unit, the mortar would have only 60 range on auto-fire and barrages (ATG range) forcing it to be close, but also make it drop shells the fastest. Yes, even faster than the Ostheer mortar nicknamed "Turbo Mortar". AOE kill range would be 1m or less with a slightly higher drop-off. Scatter would be similar or maybe a bit lower than the other mortars as its scatter would be worse at range 60 than the other mortars which have 80+ range.
Bazooka
Price: Reduce to 50 munitions. Makes them easier to get.
Accuracy(?): Rather than boost penetration and/or damage, I wonder if buffing the accuracy would be better to make it miss less at range so it'd be better at deterring armour that enter range rather than just making it so that we get the issue of armour getting bursted down.
Rear Echelon
Volley Fire: Removed the received accuracy penalty they take and make the ability ramp up slightly faster. Currently the only time it sees use is the very early game. Still won't be the old days where it instant pinned everything.
Rifle Grenade: Allow them to attack ground/bombard a target area when in a Fighting Position.
Riflemen:
Veterancy: Make it so rifles get 40% increased accuracy like all other infantry. If you haven't noticed, while rifles shoot fast their damage for the majority of their weapons is low. M1 Garands only deal 8 damage so the squad needs to have high accuracy late game because it takes a ton of rounds to drop a single model, especially when cover is everywhere which helps negate their ROF over bolts. Burst is far more valuable at that point than sustained DPS.
Possible Recieved Accuracy bonus: Received accuracy bonus could be higher. While they get theirs at Vet 2, it's entirely negated by Vet 2 Axis vet -Grens 40% increased accuracy. Could also help with the USF issue of MP bleed and allow Riflemen to stay on the field longer to deal sustained DPS with their low damage weapons.
M20
Reduce manpower price: Yes, it comes with a bazooka crew, but it's more of an extra feature than a complete necessity when adding to cost. 280-300 would be good.
.50Cal:
Received Accuracy: Base crew should not have a received accuracy penalty or make it lower to improve their limited survivabiliy.
Reinforce: Make the original crew match other weapon teams. Should be 20-22 manpower.
Gun Health: Fix the weapons health and armour to match other MGs. It breaks way too much.
57mm ATG
Accuracy: Change it to match other ATGs at 0.06/0.05/0.04. Currently set to 0.055/0.0425/0.03
Penetration: 150/135/130 from 140/125/115. Could be altered but a little more pen could help.
Cover: Make the gun provide cover for its crew. If it does, it definitely not showing from what I've seen even though the files says the gun provides team weapon cover.
Major:
Population: Make the Major 1 population for his model which make him cost 3 population from 5.
Major Artillery: Fix barrage time. Minimum time for a shell is set to 4, Max is 2. Reverse the numbers. Then either/or:
1: Reduce the cost to something like 70-80 munitions to allow it to be used more.
2: Increase cooldown, but make the barrage free. It would be the USF's weird version of a howitzer and give them that artillery superiority they had in the war.
3:Increase the number of shells to make it more area denial.
4:Tighten the scatter to be more accurate. Still be worse than the IR Pathfinder Barrage.
Now I know LT tier would still be incredibly vulnerable to early armour and nothing addresses that. Bazookas probably wouldn't carry you to the end, but I'm not sure whether or not things should go to T0, requiring any officer or not. Also makes the tech three look strange unless a unit from each tree was pulled into T0.
I strongly support the accuracy buff for the bazooka since it tends to miss more than hit its targets but if you were too ask me i would also slightly buff the penetration close to the panzershreck so that way its good as a DPS AT weapon just as the Panzershreck a DPH AT weapon |
I have noticed for a while that when you order your jackson to fire the special ammo it will also attack infantry as well even if you order it to prioritize on vehicles only not sure if you call this a bug or glitch but just posting it out of a cause of concern that's all |
LOL the ending
it made the "ding" sound OMG that was soo funny |
Sherman HE shell put to shame? what de fusk?
good vs infantry thats all the sherman is good for meanwhile the panzer IV can do the same thing and still hurt armor without ever having to switch ammo |