Ok
So 30 mun upgrade and free cost use.
what are you talking about ? 1 or 2?
If 2 make deal no damage too if you want it for free |
The problem is dat is not 2.5 sec beacuse there are 2 rocket make it so only one stun is applied or simply make it only not see and shoot so it can still back down |
Same reason why upgrading flamers for rears or royal engiees locks out sweepers, its a weapons upgrade.
The whole USAF is subjective, but it sounds like a personal problem.
Fixes well be coming along, try to resist the urge of spaming wine and cheese threads or comments. ok why can they have bren and piat or zook and bar with sweeper ? |
Conclusion of thread
Wine and Cheese ok tell me one reson why sp can't have sweeper and why usf mortar is the best in the game cheap and tier 1
And we're are the other bug fixes? |
Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.
Reload from 10 seconds to 8.
Tulip Rockets now deal 120 damage from 240.
Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
Tulip Rocket ability cost from 100 to 80.
Tulip Recharge time from 120 to 80.
Read patch notes?
And Zis loses to panther frontally.
Single AT gun will never 100% hardcounter tanks, you should know that by now.
2 difference you can acutually run from panther, pupchen get 1 shoted by m4
Btw tulip is my opinion like some other ,stun is really long if you get hit by both |
Sturm pioneers can't upgrade sweeper if they have sherck while Royal and re can have everything
Usf mortar don't require tech and is much better than ost and su
Healing can only be achieved for okw by going tier 1 just let okw upgrade medic at HQ too after a tier
Cromwell still crush easy not even a nerf to rotation rate (38 , m4 is 34) and can crush with no acceleration
Tulip stun instead of just blinding
Pupchen still lose from the front to m4 heat shell
Panzer sherck cost too much on sturm
Cal 50 pen ability need to deal more damage
B4 pop cap still 30
Mg bugged and can't fire on some tank and light vehicle
Might need to recheck vet for lfh cruzz said some are not working
Need to change stg to more cost but more effective
On positive note:
More variable usf opening
Su have decent ai tank (if mg fire )
Finally su85 has more pen than su 76
Goodbye volks blob finally
Cal 50 finally has a role
Ost feels less clunky with tech cost buff and brumbar buff |
Sturmpio medkits could be a decent stop gap. They're what, 35 munis and locked behind vet 1? What if that cost was reduced to 15? free but high cooldown
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Name something the okw has and in all likelihood the ostheer is going to have something similar or better
puma lol
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USF mortar changes:
Range on autofire reduced to 80 (same as other non-120mm mortars). No other stat changes for the weapon, still autoloader equipped.
Scatter bonus from veterancy doubled for autofire, so now it gains *0.64 scatter for vet1 and another *0.64 at vet2 for a cool reduction of -59% on the already to start with lowest scatter of all the mortars.
Gains +33% range at vet3 for autoattack.
New OKW LEFH veterancy:
vet2:
-15% --> -5% scatter on hardpoint 2 (default barrage for vet0-vet2)
-25% --> -15% recharge time on abilities
+30% --> +15% rotation speed
vet3:
+33% --> +10% range on hardpoint 1 (unused, probably does nothing)
+33% --> +10% range on counterbarrage ability (but not on weapon, so probably won't do anything)
vet4:
-10% scatter on hardpoint 2 (probably does nothing because barrage uses hardpoint 5 from vet3 onwards)
+15% rotation speed
-15% recharge time on abilities
vet5:
+23% range on hardpoint 1 (unused, probably does nothing)
+23% range on counterbarrage ability (but not on weapon, so probably won't do anything)
lol
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Because bugs equal balance and you should always judge balance based on bugs, because they are features now and will never be fixed, its 100% fully intended for volks to lose fausts at certain vet, therefore OKW AT weak, right?
the bug demonstrate say the patch are different |