TL;DR: The PRE-BUFF Panzerwerfer is stat-by-stat SLIGHTLY BETTER than the CURRENT Katyusha. The MASSIVE damage buff, on top of the added suppression was an overkill.
Before you rush and say "No, it was very weak before", ask yourselves the following:
1) What were the stats of the Panzerwerfer that were buffed
2) How does the PRE-BUFF Panzerwerfer compare to the CURRENT Katyusha
3) How does the CURRENT Panzerwerfer compare to the CURRENT Katyusha
You can access the PRE-BUFF Panzerwerfer stats at coh2-stats.com
Rocket science for Dummies (also applies to all explosives in the game):
AoE effect damage on open ground (edited 18 January)
Damage vs garrisons
So... what has changed since 23 June?
Panzerwerfer is completely broken OP vs garrisons
The far damage multiplier has increased from 0.1 to 0.3 (that's 3x buff)
The damage multiplier in the mid-zone is EVEN HIGHER at 0.5 (edited 18 January)
If you were curious, the Calliope also shares a 0.5 damage multiplier for the middle zone.
The Panzerwerfer received a raw damage buff, even though the scatter of the Panzerwerfer is SLIGHTLY BETTER than that of the Katyusha*.
EDITED TO ADD (9 Jan): The maximum scatter (worst-case) of the Panzerwerfer has gone down from 20 to 17
Panzerwerfer is broken OP. Especially so vs garrisons. This is even worse than the pre-nerf Centaur. Unsurprisingly, this is largely for the exact same reasons.
1. The garrison damage multiplier is 1
2. The mid AND far AoE distance multipliers are TOO big
3. The damage_all_in_hold property is set to True (i.e., rockets deal damage to all garrisoned units)
So, what happens, when we combine those 3 things together?
1. In the worst case (for the Pwerfer), it only requires 3.4 rockets to land ANYWHERE near the building in order to wipe the entire garrison.
2. The Katyusha needs at LEAST 27 rockets to achieve the same feat
Of course, in most practical cases the Panzerwerfer can wipe the entire garrison with fewer rockets (i.e., if some of them land directly on top of the models). This is strictly because of reasons #1 and #2.
Hmmm... The guide for command vehicle was out of date apparently. It only gives +10% accuracy, and a free recon plane I guess.
Might try it with lots of infantry but very much doubt this is anywhere near worth it. I guess if you are being hit by arty then knowing where it is would help but the nerf to the vehicle is huge so probably just a junk expensive ability.
I had a feeling that Vickers/Tommies were weak post-OKW patch, but I thought it might have just been the over-buffed Pwerfer.
I just read that same thread you were referencing. A +10% accuracy buff is completely useless, when compared to what you sacrifice to get this.
Just completely disregard what I said in the previous thread and only use the ability on the Universal Carrier (until the nerf gets reverted)
The free recon ability, though, is still great, and it is still worth the price (provided you never lose your vehicle):
This seems to be the best all-around strategy for Brits at the moment. You forgot to mention that an early Command Vehicle will give you an edge in sniper duels (thus, you will be able to use your own sniper with impunity)
This build-order seems to be a bit risky to pull off in 4vs4's though (it might be harder to get 4 CP's before an early Luchs/Flame-HT arrives)
I have 2 questions, though:
1) How do you counter (cleverly-placed) Pak43's with this build?
2) (in 4vs4s) Can you really survive the OKW onslaught with only 1 Vickers (until 4CP)?
I was only looking at the Churchill. We have issues in for the Comet's Shells Thanks
1. Could you try reproducing the Churchill bug in a multiplayer game, please? I am suspecting that network latency / input lag might be the culprit.
From my experience, Churchill grenade seem to bug a LOT more often on multiplayer games than singleplayer games. Perhaps this is an issue related to network performance/input lag?
- When I am playing a multiplayer game, the frequency of the Churchill grenade bug is at least once/twice per engagement (usually, when I try to flank AT guns)
- When I am playing a singleplayer game (I only ever do that to track down and reproduce annoying bugs), the frequency of the bug is much MUCH lower
2. I suspect that the issue that causes Churchill grenades to bug, may also be the same that causes smoke shells to bug.
Therefore, I am going to share my experiences with the Cromwell smoke shells and Universal Carrier Suppressing Fire ability (the old version of that ability - before the ability was changed to its current form on 3 December)
Cromwell smoke shells:
The smoke shell ability seems to bug a lot less if you activate it while the Cromwell tank is roughly in the middle of its reload action (and Cromwell is on the move).
Universal carrier suppressing fire (pre-3 December version):
The Suppressing Fire ability uses the Vickers K gun mounted on top of the Universal Carrier. Sometimes, the ability would bug, and would terminate prematurely. I found out that the best way to AVOID this bug is the following:
- Approach the enemy squad and wait for the Vickers K to start firing
- While the Vickers K is in the middle of its burst, I activate the ability
- Once the ability is active, and before the burst is over, I immediately reverse away from the target location
- I make sure that my Universal Carrier does not stop anywhere near the enemy squad.