Works as intended but according to our forum experts only scott deserves nerfs. Stuka and pwerfer every game wiping squads left right and center is fine.
Last time I checked stuka and pwerfer dont have 400 hp and get panic smoke. Nor can they trade shots with light vehicles that come to kill them. |
"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime."
Asking somebody to search for information can be a very good lesson.
Teach is the operative term |
I propose that we remove the M8A1's ability to auto-fire and attack ground. To compensate for this, I would decrease the cooldown of both the regular and the smoke barrage.
This would increase the micro tax of using the M8A1, and remove its ability to kite infantry and so effectively target units on the move.
I think the scott is too strong and even I think this solution is too drastic. No mortar or mortar car or light howitzer has no auto attack.
I think a more elegant solution would be to give it some sort of set up and/or tear down mechanic, like the flak half track. |
Only when ground attack is used. Without ground attack it´s not really accurate enough to do well, basically like a mini Brummbär.
The barrage is pretty accurate though, but obviously can´t be fired on the move.
Actually looking at the stats, it looks like 0.05/0.0375/0.025 which actually lets it roll hits vs its natural counters like a puma. |
And how often does that work lol.
It doesnt work, not because the unit is bad necessarily, but because heavy tanks arnt as good anymore for numerous reasons. |
Youre not supposed to keep the tiger ace alive, you are supposed to call it in for a massive push that wins you the game. |
Forgetting that it has to move into danger to fire of course, forgetting also OKW has stealth AT guns than could be anywhere....
Again, this isn't a matter of X/Y+Z beats it therefore its fine! Its a matter of all arty pieces way overperforming and requiring too much (In some cases) to counter (for them to be rebuild)
180 range is sure super dangerous /s
If youre super parinoid of the 1/100 chance of this actually occuring, USF does have stock recon you know? |
Thread: Stug4 Dec 2018, 00:00 AM
Ok.
180-170 is 10, which is pen difference at far range.
190-185 is 5, which is pen difference at mid range.
Allied stock meds have 160 armor.
Axis stock meds have 234 and 180 armor.
KV series can be roughly compared to Panther and.... ohhhhh riiiiight, your smugness was right! Comet still has 300 armor! That makes it TWO allied units that have more armor then their axis counterparts as Panther is roughly T4 stock medium, same as panther!
Your high-horsiness were right again!
I shall order peeling another potato medal right away!
When did OST get access to the stock 234 armour p4?
Axis isn't a single faction so saying that ost have access to a 234 armour medium tank by default is as dumb as saying allies have access to the 300 armour comet.
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It depends on the type of clash you face between the countered unid and its counter. If you loose both, the counter should be cheaper, or at least same cost but reliable.
If you dont loose the counter unit, there is no need for it to be cheaper, E.g. Mg counters most infantry squads inside their firing arc. You dont loose your mg and thats why its fine for them to cost as much as any other inf squad. On the other side, allied TD figting super heavys are cheaper than the latter but they get hit too, and have a risk to being defeated by the units they counter, hence their cost.
Fair enough but consider that a single mg can suppress more than it's cost in infantry and thus the cheapness of the counter holds true. |
What is the difference between "bleeding" infantry and "countering" infantry?
It seems that they are both examples of A can beat B without losing to it.
But the thing is a sniper doesn't "beat" a infintry squad. If that were the case, a sniper would be a valid counter to a conscript squad.
Also I would argue that for a unit to be a counter, a unit should be somewhat cheaper than the unit it is countering. |