If I’m not wrong pupchen has a hole in the middle of the gun and the shield does not protect the user |
The maxim mostly does not supress enough to prevent being naded frontaly. Grens pgrens volks obers etc. All can nade it frontaly 1v1 in a lot of scenario,s
This does not happen to the axis mg,s. They always supress fast enough.
and I said buff the suppression, hell im the first poster on the thread to ask for it, I’m just saying that gbem is being too much of a propagandist by saying that having 2 more men does not equal to more durability, yes it has deathloop but what is more likely to wipe from a nade or a mortar or a tank , a 6 men squad or a 4 men squad ? |
@balanced_gamer
The maxim with 6 men has the same survivability as a 4 man mg34/42/vickers ok that's untrue, it has 2 more man, deathloop is a factor but that does not make them the same in cases where retrat is unneded |
It's used all the time in team games, and was used a bunch in the 2v2 tournament. The bold is just flat out wrong. And it still effects infantry idk where you read that
That being said, they should've removed it's effect on allies units and call it a day. It was only too strong in team games
1 it was picked for the elephant u can totally see it, by AI buff i mean anti infatry buff to the main gun, it's worse than normal p4 |
Counterbarrage ability - IMO the stupidiest thing in-game. Autoability without player acting. Any auto-abilities (especially for arty pieces) don't should be in-game, players must use skills. Not press on one button.
Make that for counterbarrage ability, player got circle and need manually choose area that will be overwatched by mortar. With increased range boost it will be good. But now, it's just annoying auto-ability. counter barrage removes auto fire........... |
The changes are meant to mimic the Brummbar AOE profile (large area of effect with health damage, but small kill radius) but at a reduced power level. Iconic features should still be there (IS-2 should still have the biggest AOE but also the biggest scatter, Pershing should still be the most effective, while Tiger and Tiger II should still be consistent) but the guns should now give much more reliable and predictable damage, forcing squads to retreat in 2-3 hits (up to 4-5 if they miss some shots) instead of being hit or miss
i guess they never miss EH |
I don't know, i'm not part of mod team.
i meant that's an obv solution, they be damned if they did not try it |
Hon3ynuts thanks for historic record. But i don't mind against assault grenade ability, even in description bullettin says about huge amounts of grenades for shock troops. Just increase cd if needed. it seems theyn just can't have 2 nades with different cd, did u think the mod team did not try to change nade ? |
I missed momemt when shock became non-doc unit. While volks you have 3-4 squads on field and could throw 5 grenades for 15 muni every time, shocks only 1-2 squads.
I din't know what kind of bug with grenades of shocks, but if it so. Make from regular grenade - grenade assault like volks have in doctrine. They elite and could have elite ability at least.
again they tried to fix, btw u missed the nerf to the nades they now cost 20 mun |
Obers aren't doctrinal, yet can throw WP nade and bundle nade one after another.
Also, why are you using "its a doc ability" as an argument? Did shocks just became a stock unit that would make your point not ridiculous?
shock are doc unit it self, while the nades don't come with unit they ARE the doc ability and again as explained they have a long CD
i think commando can do the same |