Vetted top tier Tank Destroyer has high chance to penetrate armor of late game tanks.
Then where is JP4s high chance to pen? |
You know OP is biased when he shows how bad a firefliy's TTK a KT, says that the JP4 is sting and neglects to show how the JP does vs a KT or IS2
JP4 TTK IS2: (roughly) 70 seconds |
Have kinda cheaper tech too
Have cashes too. |
The power is in the area denial. It doesn't matter if you have a second to get out of the way, that cover is removed from play. You might not be taking damage from the flames but you are not negating damage from the rifles. If you don't understand the power of denying cover you shouldn't be playing COH at all, because forcing the enemy into the open is insanely powerful and being able to do it from your own cover and without taking 13 minutes for a model to jerk off into it before they throw it (and not shooting) is well worth half a second delayed fuse.
The throw range is what, 20? If you're worried about cover just get to 10 range to make things equal. |
Bars on pathfinders? |
Do you even know stats of dropped vickers? It's basically a DP for 60 munitions and 2x DP are worse than a single LMG42. Penals armed with them are no more OP than Guards with their 2xDP or rifles with m1919
Do you know that SU has six men squads and axis has 4/5 men squads which makes a direct dp to mg42 dps comparison a bit invalid.
Oh and penals have huge accuracy with vet which has a huge impact on lmgs. |
Lets have an overview of the very "Support" designed conscript:
- Molotov: Super slow, on firefights will lose 2-3 models by the time the molly animation ends, this definitely needs to be faster, why cant it be same speed as fire nades from volks?
I dont think any squad has the requisite 80-120 DPS to drop 2-3 conscript models by the time the animation ends, doubly so when said squad has to dodge said animation.
And it is cheaper than the volks one.
- 6 squad members means that explosives have more odds of hurting multiple targets, lowering their reinforce cost would help this with the added bonus of having merge improved.
Having a squad with more members that's less likely to be wiped by explosives? Tough life.
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Consider the following:
Penal builds trade combined arms for raw early game power. They don't have mortars to push you out of fortified positions, neither mgs to control blobs. Axis factions will always have the tools to combined arms. That's one thing you can use.
Light vehicle play give penal build trouble because how subpar ptrs penals are compared to actual AT units. You can actually chase damaged units into the base with 222s, luchs or flametracks. It forces soviets it into guard doctrines, which turns manpower into an issue if you are able to inflict cassualties.
A) How does 160 Manpower and 20 Fuel lock you out of t2.
B) How is being forced into a guard doctrine a downside? Are any Guard Doctrines lacking in any particular aspect? |
If I recalled correctly, the received accuracy for JLI and Pathfinder were:
JLI: Vet 0, "0.8"; Vet 2, "0.8*0.71 = 0.568", Vet 5, "0.8*0.71*0.8 = 0.454"
Pathfinder (include I&R version): Vet 0, "1.0", Vet 2, "1*0.71 = 0.71".
P.S US Ranger: Vet 0, "0.8"; Vet 3, "0.8*0.71 = 0.568"
So JLI is completely more durable than Pathfinder and other allied infantry in infantry fight. Does the balance team see this aspect before they nerf I&R pathfinder
OKWs 5 levels of vet should not be compared to the 3 levels of other factions units; five levels of vet is supposed to be better than 3 levels of a comparable unit. |
Wehrmacht also has this opportunity - osttruppen. But as I said above - I don’t need cannon-fodder, I need effect units that will be useful and get the maximum veterancy. Conscripts are not effective, they are bad even as a support squad - their only useful to throw an anti-tank grenade.
But ostruppin are doctrinal, just like concript Psshas |