3. Can retreat. That is serious boost to survivability.
I've lost more Raketens due to the crew having to make a U-turn to retreat than anything else. It is especially painful with death loops. I rather have a reverse command than a retreat command.
In any case, I think it is not bad, but even good, that OKW players have to think and use that tactician genius for to deal with USSR. Sometime ago USF had to use that genius for to deal with Ostheer HMGs and it was fine for everyone. Why if it was fine for USF to spend helluva micro and resourses on countering 1 unit, it can't be fine for OKW? #AxisHypocrisy?
Sometime ago USF also did not have a mortar which counters MGs. If the micro was too tough for one faction why shouldn't it be changed with the others?
Exchanging smoke for the AT snare on panzerfusilers would help give OKW more options to deal with MGs if they chose that doctrine.
The arguement that an increase in friendly fire damage would cause trolling is irrevelant because certain Axis weapons already inflict significant friendly fire. The question at hand is should both sides inflict equal friendly fire or should the asymetrical friendly fire we currently have stay.
All AoE weapons should inflict massive damage on your own troops and relatively minor portion on friendly troops.
Its an emplacement which is rarely used already. A pop reduction and maybe a slight reduction in fuel would be helpful. The pak 43 no doubt needs some love as well. These two units do not have to be carbon copies of each other but need to be balanced and useful to the game... which they arent as of now.
With the resource penalty removed and the fuel costs for vehicles brought in line with other factions why shouldn't OKW get caches? The sturmpioneers need more things to do.
I just tested Schwerer vs Bofors in terms of AT ability to see if there is any difference and if so how big of a difference. I tested 3 tanks, Panzer 4 J, Cromwell, and SU85. The PZ4J and cromwell were tested twice each. One test was with all rear shots the other with all front shots. Time was recorded from the first shot of the emplacement and all tests were at max range. If anyone's interested in more data I would be happy to set aside an hour of my life watching flak guns wreck tanks.
All times are in seconds.
Additionally, the Schwerer destroyer 1 main gun and the Bofors destroyed 3 main guns. During the front testing, all shots from the Schwerer hit the front armor while the Bofors had several shots somehow connect with the rear armor. I re-conducted these tests and the rear hits still occurred. These rear shots occurred infrequently, only 2-4 times during each test, and only occurred with the Bofors.
I would conclude that the time differences is related to the difference in ROF and the method of which penetrations are calculated. Since each penetration has a chance depending on the weapon's penetration the weapon with a higher ROF will average be able to achieve more reliable penetrations than the weapon with the lower ROF despite a lower penetration chance. I'm sure if I conducted 1000 tests, at least one of those tests will result in the Schwerer slaughtering a tank within 10s due to an all penetration case but thats probability for you.
There are a few misrepresented points which are being repeated throughout this thread. Which I would like to address in addition to giving my opinion on the ability.
First my observations of this ability in game. Air Supremacy has the largest AoE in the game. The circle of possible effect can encapsulate an entire sector though often bombs will not fall upon the entire sector. This is due to the bomber's formation and spawning mechanics. The bombers will always fly in a straight line away from the allied base to the target location. Since the bombers fly in a line and the bombs have a chance to be dropped to either side of the line the resulting bomb pattern is more oval shaped that circular.
The ability does have a long delay though depending on the positioning and type of unit in the circle they may not have enough time to get out unscathed. Take for instance a squad at the top part of the circle. If they retreat before the bombers come they have to transverse the entire circle back to base and may get hit by the bombers because pathing issues may delay the squad long enough to still be in the AoE by the time the bombs drop. A very slow vehicle such as a Jadgtiger if in the middle has very little hope of getting out unscathed.
Lastly, for OKW truck deployment there are deployment patterns to avoid multiple truck getting killed. Since the bombers form a line coming from the Allied base, deploy the trucks in a line perpendicular to the bomber path so only one truck could be hit from air supremacy.
The middle truck is going to die but the other two will be mostly unharmed unless RNG decides to drop a bomb or two near them but for the most part they will survive.
I feel people are not appreciating the full the effects of this ability on a battlefield. The AoE encompasses a large area and for the duration of the bombing run that area is effectively locked down. This means troops will have to evacuate that area and circumvent the area until the bombing is done. Calling this in as the Axis is making a push will delay their push and if they are oblivious it will destroy their push. If an Axis player has dug in on a point this ability can clear the point of most troops and effectively convert it into neutral ground which neither side has control but with the Axis forces disorganized or retreating this proves a perfect opportunity to advance.
Calling this ability on a truck confirms that truck will die. Two bad case scenarios are it's a medic truck with retreat point upgrade so 500 MP and 40 fuel with troops who just arrived from retreating. OR a mechanized headquarters with tanks repairing. This means for 3+ mins the player will not be able to heal his troops, have a forward retreat point, and pull any of that truck's units + the kingtiger.
I had a whole lot more but the website logged me out and deleted everything T.T
Since the Brits, allies have really been rocking 2v2, 3v3, 4v4.
I personally just can't take 3v3 or 4v4 really serious but allies are doing fairly well in team games at the moment and are pretty damn fun to play.
Interesting charts, the sharp decrease is just everyone 9playing with the new faction. After a week people began to realize ost has better counters to the brits that okw thus the ost population dramtically swells compared to okw. Americans took quite the hit to their numbers but are coming back. Perhaps this is because American players thought the brits would play more towards their style or that the brits have things the Americans have wanted but never get.
I see that posting videos of 75% health and under tanks getting blown up by the AVRE is a "1 shot". How about a video of the sturmtiger blowing up an SU-85 from 100% health?
You people are posting stupid videos displaying one thing then calling it something completely different. In neither video of the OP did the AVRE 1 shot a tank from 100% to 0%. The only reason those tanks were destroyed in 1 shot is because of a prior engagement. The only issue which needs to be addressed is the reloading balance between the two tanks. Besides that don't be brain dead, you will see the AVRE before it can shoot.
To answer the OP's question at AVRE vs KT. I've used it against the KingTiger and it only took about a third of it's HP out frontally. Wasn't under ideal circumstances but seemed like it would take at least 3 hits to kill a KT. I had to bugger out because the KT and Panther I was fighting took me down to 50%.