And they can upgrade to weapons that are good at ALL ranges, as opposed to specializing in one that's good at 1 range
Are you implying that the 1919 is only good at one range? It has higher DPS than the FG42 at ranges > 15. Its lower short range DPS might be an issue if Paratroopers Carbines didn't do a tonne of damage at close range. |
I just had a thought.
Most units with DR in the game are bigger tanks that, when hit, have 160 damage multiplied by 90%, which leaves a whole number.
Does the balance team know if damage is rounded down or up when, say a 12 damage small arms is multiplied by 80% on the new kuebel? |
ill dive through REs zooks and piatsappers to get to a disabled M20/UC with mah luchs...
penals are the exception because ur likely to lose your luchs to the satchel
And then you run over a mine. Congratulations, you have played yourself.
And Piat Sappers can not be driven through, do they not have snares now? |
not with AOE weapons... 1 good mortar hit is enough to cause a deathloop... the same mortar hit on a vickers or a 42 still gives it the opportunity to escape...
For one, if your hit with a mortar, odds are another model wont be killed for the loop to come into play.
For two, when a vikers or a 42 retreating at one man, them not having a deathloop isnt an issue, you do know why right? |
You repeatedly call out Codguy for making stuff up, yet have no problem doing it yourself
There is not a single USF unit that gets free smoke. Every single one of them costs munitions. If you ever played US you might know that
Im pritty sure by free, he means you dont have to pay a commander slot for it. |
The power of the Shrek is that in an instant it will deliver 120 damage without chance of bouncing any core non hammer/anvil allied vehicles.
Except for accuracy, which deffinatly is an issue for it hitting the light vehicles it most often is used against. |
Again your bias clouds your judgement...
But what can we expect from someone who has 3k OKW games with less than 400 total allied games...
Anyways you fail to understand the mechanism behind the deathloop... the key is to use AOE damage to do damage to alot of models... at which point 6 man sizes are as irrelevant as 10...
If you do enough damage to kill 4-6 models, the advantages of 6 men & deathloop outweigh the advantages of 4 men and not deathloop. Its pretty simple. |
This is an very powerful get out of jail free ability which while not as flexible as the sherman smoke, is far more responsive and is available for all vehicles.
You dont have to pay a command slot for Sherman smoke. Plus the m20 and the m8 scott also have the same get out of jail smoke.
Plus isnt it the case that fausts are cancelled by smoke where as allied inf snares are not? If that was true (i do not recall) it technically makes ailed smoke better by a tiny margin. |
You tell me, 135 fuel to build where you want vs 5 minutes of repair possibly under fire at the same location your truck is. Also let me know how you do that if the territory is occupy by your opponent.
The one that lets you get the tank fastest? How is that not self evident? |
No, I'm telling you that if you want a FREE repair, that's what you'll get.
- Repair where it stand and not rebuild wherever you want.
- 5 minutes to fully repair (but it can be reduce if you assign various squads)
- Any damage taken during the repair is to be repaired before being able to reuse the building.
If it's what you want, why not. Only thing I can tell you is as USF or UKF, losing a building and having to repair it is equal to losing the game.
This is pritty dumb logic. Apart from that this 5 minutes to repair is BS, fuel is just a function of time anyways, so spending 300 MP and 135 fuel on OKW is spending time. What is better waiting 5 minuets to get 135 fuel to build t3 or spending 5 minutes repairing and using that 135 fuel to get a tank? |