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The ptrs is good, but it's good in a different way.
I know that, it is others that claim "chip damage is irrelevant, only burst matters" |
i disagree whole heartedly here. the more damage that is front loaded the less chance of counter play. in both AI and AT burst damage is king.
te ptrs penals ARE finally on par with other AT squads, but the delivery is still important.
like i said, its as effective as the enemy allows it to be. its high enough that it needs to be respected, which is the entire point, but necessarily a game changing threat. its AT area denial. its AT overwatch that forces the enemy out of the area vs stuka AT strafe that will delete a tank if its not moved immediately
the way damage is delivered is fundamental to any game that has damage and there is almost always the devision of burst damage vs steady chip damage.
were not saying that the PTRS is BAD, just that its different. it cant do some things that other hand AT does, and instead does something else. it doesnt take 1/3 of a tanks health out in a blink, but it will if its gets to plink. that doesnt make it OP, just different.
Than you have to read my post in context the claim because someone did say that PTRS is bad:
"PTRS are fully meant to hardcounter lights.. and they are much more competitive against med armor now, but nowhere near other handheld AT."
"because chip damage is irrelevant, only burst matters"
and these claim are is simply BS.
A vehicle will die from PTRS shot regardless if it alpa or not, so it does matter,a damage is almost guaranteed I might add.
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Thread: Bunkers22 Jun 2021, 17:12 PM
Imo AI infatry should not have an easy time destroying fortified position. It promotes blobbing.
Simply all faction should have tools to deal with them.
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What is the actual deflection damage of the PTRS?
I only know 40 damage if it penetrates.
10 damage per shot on deflection |
People keep bringing this up, because chip damage is irrelevant, only burst matters, unless you're fighting a no micro scrub who just parks his tank in front of AT squad and alt-tabs to jerk-off, in which case, as was proven by tests, the tank still wins.
Damage is damage regardless if you call it Alpha beta or gamma.
Even sander93 point out that the DPS of PTRS Panls vs mediums are comparable with other AT infatry.
This is EXACTLY why 251 was roflstomping PTRS penals, but was running for its life against PIATs or Bazookas.
That is simply false and irrelevant. PTRS simply had a very long aim time and that was fixed in the same patch.
I'm not sure why people who are here for years and play since release still have problems understanding how mid/late game AT combat works.
I'm sure why people who are here for years but do not play have problems understanding how mid/late game AT combat works.
Especially since again Sander93 pointed out that Penals have the AT satchel vs late AT combat.
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I am not sure why people keep bringing this up but it has clearly been demonstrate the PTRS Penal have similar DPS with other AT infantry vs mediums. |
there is a pop efficiency issue, with Axis tanks and elite infantry being REALLY pop efficient, especially in the late game long range fight. This enables rocket arty spam
The answer, to my understanding, is just push up the pop cost of high power multi-purpose (add 2 to Panther/Brummbar) and make Land Mattress and Calliope non-doc to punish elite infantry spam. Yea, I will keep campaigning on rockets for everyone.
Or put a cap on rocket artillery count. I doubt people want that. And not all shock arty is equal.
Neither Panther nor Brumbar are multi-purpose units. |
"commando mortar" from glider has a 250 price. |
completely agree there, had a game today where i was just kiting penal PTRS blobs, just bled the enemy player, vets up damn quickly too.
whole lotta bang for buck if the situation is right for it.
but if it comes down to choice between stug E or a pz4 from T3, its more wise to go for pz4 in most situations.
regarding the shell arc, m8 scott has the same,that kicks ass. regarding CP pz4 vs stug E, pz4 is better overall, but more expensive and comes later, and takes higher popcap, 8 vs 12.
On a side note, it falls into the category like the SU-76, where it excels with micro.
and su-76 and stug E mirror each other, one is main AT/AI and has an AI/AT muni ability, if the Stug E's AT ability was buffed a tad, it would really kick ass
It need more that a "tad" since Stug-E's ability is crap, it does 40 damage, that is less than AT grenade.
7.5 cm KwK 37 L/24 having switchable munition could really help these units (for both the PzIV/Stug-E).
HE round and hollow charge for direct fire would make these unit more easy to use.
Hollow charge could work similar to KV-8s gun with lower damage and penetration better suited vs light tanks.
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Thread: Bunkers21 Jun 2021, 22:25 PM
They're not really comparable at this stage, as Trenches are free, require an occupying unit to do anything, and can be used by the enemy. Trenches are like Sandbags, not Bunkers/Fighting Positions.
At this stage yes, but they used to cost manpower and could only be used by player that build them so they worked similar to bunkers/fighting position before the MG upgrade. |