Which allied flare ability lasts so long, uncovers large portion of the map and can be dropped anywhere on the map without specialized unit in close range?
Point is that axis have flares in the game only in one faction & 1 commander even if it's powerful ability. (Ost think only in Jaeger squad from 1 commander).
If you can suddenly shoot flares down it should be right that Axis can do it too. |
I recommend reconsidering as the mg42 is the best mg in the game right now. No MG comes close to it with incen rounds and only the 50 cal can compare normally. Also it doesnt get the death loop animation unlike the maxim and 50 cal.
Maxim does less damage, less suppression, and has a smaller arc ontop of the mg42 having a better vet ability.
Maxim is the ultimate move with your infantry mg with it's fast redeploy and avoiding indirect fire. MG42 is slow and cumbersome, I am not saying that it's not good, but those put down down & pull up deployment times make you lose them all the time or they are just too slow to redeploy and you have already lost to flank maneuver because of it.
MG's anyway are for suppression not for damage. Only Vickers & 50cal excel in pure damage, of course mg42 with incendiary rounds deal damage, but normally it's like maxim just suppression platform. |
Thread: Stug27 Nov 2018, 09:57 AM
Defelct-damage... would be nice if Faust gets it too, like all other AT-nades.
Still:
StuG G needs buff from 50 to 55 range.
StuG E needs its ability changed. Change ammunition with hollow-charge, like old leIG18 ability.
I would rather it have vet 1 barrage ability with increased range so you use it as mini-brumbar from range. |
Thread: Stug27 Nov 2018, 09:55 AM
Armor or HP boni are good versus AT-infantry etc.
I am still fir range-buff to 55.
I concur on this, but if range increased a slight increase in MP cost would compensate for the buff. Funny thing in this game is that Axis were the ones sniping from long range allied tanks, but this game somehow made totally different with every single allied faction have 60 range TD's... |
Counter-less recon is defo a problem and I would like some sort of way to counter.
If a counter is made then it should be included for axis too as allies have a decent amount of flares too. |
Multirole units that don't excell ant anything is soviet quirk the same way vehicle crews are usf quirk.
And I don't think you have used Maxim this year.
I have been taking rather maxim steals if choice of mg42 back or take maxim. The redeployment and almost same suppression ability as in mg42 makes the maxim just better to use. If you have checked the tournaments anyway soviets is the main faction when playing allies. |
You are right that it wasn't given for no reason. When the zis was designed it had lower pen and a significantly slower ROF than the pak. The barrage was to compensate for that along with the 6 man crew. Since the the ROF has been brought in line and the pen is closer than ever. The zis still has +2 models and a devistating barrage making it by and far the best AT gun by a large margin. It wakes sense to gate the barrage because it means getting an AT gun out too soon effects your AI slightly in the same way it does all of the other factions.
Likewise the su76 also having a barrage, at the time it had something akin to T34 pen, but only 120 damage. The barrage existed solely to attempt to make the unit attractive.
The abilities that were in place to compensate an otherwise underwhelming unit shouldn't be as accessible now that the unit themselves are up to snuff.
Agree 100% There has been buffs to units like those that were too weak, but were left their extra abilities which again makes soviets more do it all units whenever you build any unit. You need AI --> build AT-gun --> You need squad wiping machine and dominate battlefield until medium tanks --> T70 --> You need infantry that can do it all --> Penal & Guard spam.
At the moment I would say maxim is the best MG in the game too. It's arc was widened, but nothing was done to how fast it can still redeploy. |
Thread: Stug26 Nov 2018, 10:20 AM
Its good enough to pretty much guarentee that a hit vehicle will not win against any tank in its category + the lowered speed can still be quite dangerous if there are other ATs nearby
The old stun was a completely unacceptable mechanic, that had no place in the game and had to go
There is still stun mechanic anyways to vehicles like ISU shots, Firefly rockets...I do agree that stun in a spammable stug was very powerful. With the nerf how it works, it should shoot much faster if u use the ability. |
Thread: Stug25 Nov 2018, 01:31 AM
While i certainly like this unit being a glass kannon, which can trade effectivly due to ist low cost, i still think it might need a nittle adjustment.
I feel like this unit doesnt add up when fighting bigger armor, IS2/ISU. espcially against an ISU the lack of range and penetration and possibility to flank makes the stug a bit akward to use. I would suggest a small penetration buff for the stug to compensate.
What bothers me the most however is the awkward vet1 ability, it takes so long to pull of while doing less dmg then a regular shot. Most of the times ist just better to shoot a regular shot and pray for Damage then this. Either reduce the aim time, or replace it with a supression ability that could function similar to
the USA paratrooper one
The nerf that it doesn't stun anymore is the problem, making a vehicle move little bit slower and having very slow shooting time made that ability almost useless in most situations. |
Not needed, just make fausts or rifle grenade/flame grenade do more dmg to bunkers.
So both have tools
So you would rather spend 60-90 ammunition to destroy bunker compared to 45 easy win single click satchel that wipe bunkers & buildings? |