I honestly never used the transport functionality in a SdKfZ 251 (German Halftrack from T2) because although it has two slots, it is the only halftrack that is not able to let its passengers shoot out of it.
I never had the feeling that driving my troops in a halftrack would be faster because unloading a single unit is still a mess if you don't want to unload all squads at once.
TIL.
Explains why I cant kill anything.
Thanks Stranger
It's just not worth 30 fuel, easy to kill, annoying to use. I would use it if it would be much cheaper.
+1
I've often wished halftracks could be used more (especially on big maps) to actually transport troops. I wonder if reducing the time it takes to enter and exit HTs could be decreased without it being abused somehow.
+1 on decrease
If the 251 got its ability back to reinforce while equipped with flamethrowers, I would be PERFECTLY okay with it. But this might be too strong.
Modded games allow for this, and even then the half track gets melted by basically any armour
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Hello Community!
I managed to score 3 extra cd keys for the Quake Champions closed beta.
Essentially it's quake death match/team death match but in a modern shooter.
Would anyone else like a spare key?
Bethesda have approved this, so no worries about NDA.
Let me know,
S |
Try to get them perfectly lined up behind a sandbag. Usually isn't possible either. Soviet squads have the biggest issue with this due to their sizes.
i noticed this too, as a result I queue a movement command before placing
Experienced the same thing, but it only happens with que orders. It started after the the Integration of the winter balance patch.
I too noticed it last night.
+1 on all these |
First off, are we assuming 4v4s here? Are we assuming the best case scenarios for the elephant and brummbarr? Because I can think of countless maps where elephant and brummbarr are terrible.
In a head to head battle these units are unmatchable. In reality, they have many weaknesses number being poor mobility combined with a front facing turret.
In 4v4 they can seem OP because they're weaknesses can be covered by their allies. On the other hand, they're weaknesses can also be exploited by the enemy.
For example, a single player can't take out a brummbarr elephant combo on his own because if he tries to dive them he'll get taken out by the other axis players also passively defending the flanks and rear.
On the other hand, the Allies can also observe the elephant and brummbarr sitting defending one point and decide to all rush it together with one fell swoop and the elephant won't be able to retreat to safety fast enough.
Why do people never get elephant and brummbarr in 1v1s and only get elephants and brummbarr on very specific 2v2 maps? It's because the elephant is slow, cant react to the movements of the enemy and therefore requires a skinny open map with few shot blocks so that it can be easily bababay sat by the commander and his ally.
The problem here isn't the elephant or the brummbarr, it's the lack of coordination in 4v4 randoms.
My suggestion ---> coordinate with your team or play smaller game modes if elephant brummbarr combo is too rough.
Finally someone who gets it! |
ITT: Arguments for more OST nerfs.
If you have trouble dealing with a Ele or a Jaghtiger in a 4v4 setting, then you are doing something very wrong.
FFS, those things are slow and cumbersome, and are extremely vulnerable to Artillery or zooked up infrantry.
Hell, even 2 good micro'd flanking T34s will deal with it |
+1
+1 |
The panther isn't a tank destroyer, neither relic in the game or history classify it as such, the only tank destroyer that used the panther chassis was the Jagdpanther panzer elites call in vehicle in company of heroes 1.
If the comet had a longer range than some axis tanks then the solution isn't to just reduce the comets range and leave the panther, but to reduce both and have all tanks have a range of 45, only tank destroyers should have a range bonus.
The Puma, Jagdpanzer IV, su85, Jagdtiger, Elefant, Jackson and Firefly don't get a turret machine gunner upgrade and are much worse off against infantry compared to a panther, it's anti infantry may be weak compared to a Churchill or Ostwind, dedicated anti infantry vehicles, but it's excellent compared to dedicated tank destroyers with non existent anti infantry weaponry.
Hello and welcome.
Unfortunately, I dont think you have played as Axis. It's very rare that you see Panthers.
Panthers are a glass cannon, which got rushed in for 'Authenticity'.
They are easily countered with any AT infrantry (heck even conscripts with PTRS wrek them)
Good work to the community team, you could argue one way or another about the points of the patch but I suspect with out their work there would be no patches at all.
+1
"OKW
Panzerfausts (Volksgrenadiers only)
Well...where is the nerf for the anti-tank grenades/ tools on allie side? since even penals can take AT handhelds and satchels, every USF player spaming zooks---since u cant drive with (light) tanks over 1min...without a rep on your cars.
+1 on this
I also disagree with the command panther nerfs.
The infantry nerf is warranted, however the Allied vehicles not really.
75% of the main reason I along with my OKW colleagues called that one in is to help with the spam of Jacksons against the USF.
What makes this patch size up to 2,3gb?
+1
I was wondering if my game is broken once it started updating yesterday.
Overall, good patch against OP British units.
Crush sadly still a feature tho
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removing team games would reduce amount of idiots and liers x10.
True story in the OP. Strong unit cheap to unlock and produce which allows it to be combined with tiger
Go back to whatever you were doing before pls.
People would like some valid counter opinions.
Its good if you do it with mobile defence in 2v2. It's not used cus going t3 to Tiger is better in like 90% of games.
Buff brits ty
This HAS to be a troll post..
Holy shit this thing is really good. It's impossible to miss with attack ground, and it costs the same fuel as a p4. Holy shit holy shit holy shit ost players should build more. What does everyone else think of them? I don't really see them that often at all, which puzzles me.
If you have it by itself with little support, you will definitely lose it.
If you use it with an MG42 by the side, it's absolutely destroys blobs
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Is it really fun for anyone to sit and watch a mortar pit a forward assembly and a bofors, while occasionally hitting brace? I cannot imagine not drooling on myself while playing this commander.
Ah right, now I'm with you.
Normally I either knit or do some artistic welding in between braces. Not sure what others do.
The introduction of this commander brought about the decline of this game imo. It's just now recovering but this commander I still loathe with a passion.
+1
It was a last hurrah of a cash grab by Relic i reckon
I agree, this commander represents almost everything thats wrong with the game. Very noob friendly, hard to counter, plus it is forcing you to play a certain way, or you instant lose. Auto repair makes for little risks of losing engeneers (that you effectively dont need); enemy annoys you with ISG? Just activate 1-click counter-battery. Enemy has tanks? Well, you still have OP-Comet and/or Fireflies...
See this is why I love OKW scavange commander.
that 105 arty just rapes everything |
Hey sleeper, fantastic work on this mate!
2 quick questions for you:
- How do you generate revenue? Ads? (lets face it, nothing is for free)
- How much data/communication does the app do with the servers? |