How about just give 1-2m wide aura ability to all infantry models that gives received accuracy and received damage.
Great idea. It would obviously need to be disabled around medical and FHQ structures+ on support units, but it would be great and quite quick solution which wouldn't have any negative effect on the game (maybe except for losing half of the playerbase, once they find out that blobbing just won't help them anymore) |
you know what I love about brits?
zero blobbing.
Sometimes, you can try to blob with royal engineers. |
He also let soviets decap Crimea fuel point in late game and completely failed at garrison clearing on Stalingrad, failed to build bonfires and cold tech owned him because he was too fixated on that single VP instead of base rushing when he could finish the game.
Plus, he fast tech'd to KT and JT/ele, wasting ton of resources instead of spamming P4s and stugs.
Well, that was to be expected from someone who stomped unprepared and underdeveloped noobs during three placement matches with rushed armor a-move.
Wow, perfect explanation
But what is more important, he didn't stay close enough to Japan teammates and he tried to capture both flanks at once instead of securing one and then developing the advance trough the center to another flank. |
Of course it shouldn't be. Relic probably just hopes that people will not notice this, so called tactic, to easily win the game. And all other arty should get unable to fire into the base as well. Maybe including on-map. |
Well, that logic is weird, but it is the same BS as artillery actually doing significant damage to them- that's why they are digging a hole into the ground, to be protected against artillery.
And asking why does a mortar pit outranges all other mortars- wtf? When it will get an ability to move, it can get a range reduction. |
Trying to counter a mortar pit with mortars?
You gotta distract the defenders and then smash it with flamethrowers and grenades. Not even brace will save you against a flamethrower HT. That's how the enemy usually deals with me in mid game when i build it. |
This is only punishing to blobers. If the player is not blobing he won't lose a lot of models, not more than what the tank would kill by simple shooting.
It can also be hard countered: snares and retreat.
And the best of all- another element of environment usability: find a part of the map with walls and push the enemy all the way to it- then... |
It's not a problem with the emplacement, they should just fix the retreating system so units will be taking the safest route to the base instead of the shortest (something that should have been done on release) |
It's true that the PIV armor increase is pretty good, as is Blitzkrieg. The Cromwell gets a faster reload at both Vet 2 and 3 instead, giving it a reload time of 5,93*0,7*0,8=3,3208 seconds. That's a pretty massive decrease. The smoke shell is also useful, and it can get emergency war speed as well.
The Sherman has almost the same AT performance as the Cromwell, with 140/120/100 vs. 135/120/105 pen and the same accuracy and reload time. It probably has better AI performance with HE ammo. But like the PIV, it's also easier to hit and less mobile than the Cromwell. All in all, I think the Cromwell is a bit better than the Sherman.
Sherman would have a better AI performance, if it wouldn't be shooting kilometers away of it's target. While cromwell is a good sniper. Of course RNG sometimes can mess him up, but... |
It definitely isn't "too good". It's only "cost-effective" and "good and rewarding" (BTW probably the only UKF unit apart from sappers that this can be said about)
But sherman is definitely not better. Cromwell has a simillar penetration, and much bigger effectivity against infantry. |