Black Prince was both a series, and it actually worked. Slowly, but it worked.
More practically speaking, there's no real need to reach for a super heavy in that way when, all things considered, wehr already has end game heavy tanks that fit that bill. UKF doesn't have anything that's a functional equivalent to the BP in service.
I'd say it's a step from plausible into absurdity, but if they wanted to introduce some absurdist wunder waffen, all the more power to them. My royal artillery regiment will appreciate the target practice.
V-1 would like a word with the RA and its many many many pieces afterwards.
In any case it's incredibly unlikely Relic will remove the BP because of some mixed feedback towards it.
Where's your PaK gun for dealing with T-70? Or 222 for rolling over Shocks? 222 can also inflict major damage on T-70 as well. Doesn't sound as if they have sweepers(?) - in which case lure the T-70 over a Teller and laugh after they drop.
DAMN I haven't seen such bouncing since 2015 . I had to actually check the date of the video to make sure. As others said, just bad RNG. I've seen Comets swiss cheesed by Ausf Js and almost every shot in return failed to pen.
Yeah, I'm learning this hard way as I type this. I keep getting raped by Penal blobs that Volks and MGs can't do anything about. Oh well. Time to blob as well I suppose.
If you can, the flak HT will shut down even PTRS penals if you give them a spotter (45 range vs 40) and once suppressed they can't do anything. A full burst and there's suppression everywhere, esp if very tightly packed. I had a lot of success with this build vs ppl on Fields of Winnekendonk. Once the clown car is gone, you can wreck them really hard. Of course if you lose it.... Generally you force them to do two things -> backtech to T2, in which case you will murder them in the tech race or -> T3 with no anti MG tools and walked off the map meanwhile.
Still, blobbing's only really a temporary solution unless you really outnumber them a lot. Penals will still beat your volks, esp from behind cover flame nades or not. Many such players I've found progress to Guards and/or the new MG bunker as well, so blobbing's even less palatable.
I've noticed that post-commander update there's been a lot more blobbing from all factions. Is this the meta now?
I'm not sure blobbing ever left the meta tbh but you're far from the only one to have told me that, albeit after the Winter patch. I think it all really kicked off though after the rocket vet arty nerf and it became much harder to just click away a blob every time it showed up.
OKW must blob vs SOV T1 or risk a squad picked off imho, learnt that the hard way with Artem. Pzfusilier blob is as daunting to deal with as ever. UKF IS blob became more viable imho as sapper is T0 now and you have lower chance of a LV raping your entire army with zero threat. USF blob, as I've been complaining for years, is USF things. Then (for Axis) many USF players became afraid to use the Calliope because it requires care now as opposed to in-your-face-ignore-AT memes. I think the last one is prob the greatest contributor to the increasing Axis blobs.
Is it just me or does the OKW panzerfaust unlock too late? After the winter patch that split BG tech in half I've always been getting it down with the upgrade and unlocking panzerfausts at around 7:00. Pre-patch it was usually around 5-6 minutes. Especially with the Soviet T1 buff it makes clown cars even worse than they used to be. Unfortunately Fusiliers are no longer an option because of said T1 buff, since Penals will just rip them to shreds. Thoughts?
I despise this answer, but blobbing unfortunately is rather effective. Shooting from cover you can force them into stalemates and buy time. Absolutely cannot let a clown car chase a squad towards your base. I've tried a fast raketen if they go double clown car but it has mixed results. All in all, going for that Flak HT ASAP and luring the (then presumably PTRS)car to its death seems to work reasonably well.
And, as you can see in the video, the ability was active for over 10 to 15 seconds by the time the squad jumped into the kill zone
It is 150 muni.
Yes and you can chain the ability very easily with a friend, resulting in up to 82% uptime. The ability is a two stage process. These guys in the video did that, though thankfully myself and the other left person had rolled their teammates. Clicking the button sets the 2nd stage to active - then anything sighted within single digit seconds on territory is deleted, before the flares even fade out. There is no other ability that has such lethality, speed and auto-targets. Strafing runs can be dodged and zeroing/Sector Assault/Sector Artillery circles can be walked out of whilst taking your sweet time about it.
I mostly play allies, so I dont really have much experience dealing with HTL, but with your video, it looks pretty disgusting. That being said, I don't think Either HTL or Secter arti should exist, but HTL shouldnt exist the mostest. Both are lazy area denial tools that basically are "haha I clicked a button and you dont get to play the game and capture VPs for a minute!" which just gets abused, especially in larger modes where you see these mass desperate pushes for the VPS and people dying for the points to squeeze out the last remaining VPs. Both are far too spammable, and are often the deciding factor in games when they have absolutely no right to be.
Hell, I'd honestly also lump Sector Assault with those two since its gigantic and takes forever to shoot down with even mass AA
Well I don't know how some other people can justify the video tbh, but I think I've made the point. I agree that they are lazy area denial tools and I suspect that they're mainly behind very specific (meh) commanders (and 4v4 mainly) that they aren't considered a bigger problem.
Sector Assault did get nerfed last patch but all three require a minimum of ramping up on the target once sighted imho. To that end SA sort of gets that right as you don't get vehicles deleted in single digit seconds and really have to sit there and thumb your nose at the planes for a very long time before they actually kill a full hp medium/TD. I am not a fan of Sector Artillery either but I don't play OST much. There's also the matter that those two only work for one sector at most (roughly) whereas HTL affects all frontline sectors.
I can't think of any realistic reason they'd go to the expense of setting up a new unit, even if most of it is pre-existing assets, and then junking it. Even partisans are still around in COH2 and they took years to not be bad memes. Iirc, the BP is the cap to a particular commander tree so it seems even less likely they'll remove a keystone unit from a commander.
Was playing a fairly serious game as UKF earlier on La Gleize (tons of shot blockers) and on one occasion 2 out of 3 vetted squads were wiped by the thing. But it had been rolling around for a while and I heard it moving into position to boot so I could only blame myself for that. A lot of one shots on the Allied team but predictable approaches and if I was awake we'd have that thing vaporised. In any case, after SPGs flattened the repair HQs we didn't see it for a long LONG time.
play allies a little mroe often ull notice that rifle men lay down and takes forever to get theier atnade off. u use it and tank will be far gone before the nade go off. slowest by far. and btw do all atnade have same range?
That is a problem also faced by pzfusiliers I'm aware, which is arguably even slower and technically worse as losing sight completely also autocancels the AT nade. Or used to anyway. But it's a free unlock so \o\. I've never had a rifleman AT nade fail to go off at least, though there was one sus case.
I believe the ranges are all the same except Gren faust which has bonus range due to being a 4 man squad.
I think we'll likely be stuck with at least some form of faust bug but maybe 1-5% of the time, arguably tolerable.