Constant server crash for me, literally unplayable.
Like the rare occasion that when a single player lags, other players are stuck after the map is done loading (dark, unexplored map with no line of sight even in your base and while units respond to you, the whole game seems paused).
Except now it happens every match, can't play a single game. |
Instead of making fresh T-34s unable to ram, how about making a big target indicator on the targeted vehicle to warn the Axis player that a T-34 is about to ram their tank? The T-34 gets a "wind-up" duration of 2s before charging to let the opposing player react.
That and/or make it so that if the T-34 gets penetrated while charging (by mines or AT weapons), the T-34 will be mini-stunned for 0.5-1s, cancelling the ram. That would encourage Axis players to actively support their heavy tanks, combined-arms style. |
I read that as "I have no idea how to correctly use pwerfer".
Self-spotting SU-85s say hello then 1 shot your Panzerwerfer. |
Threads like this are proof that people force themself to find something to "balance"
next thread pls fix scott because i must micro my pak wall
I made a thread about that before the scott was hit by the nerf hammer. That thing totally had it coming.
Back on my thread, the CalliOPe needs its armor nerfed so P4 can penetrate it at all ranges, maybe a mobility nerf after firing so schrecked infantry can catch up and destroy it if it is completely unsupported. |
Do you know why you see so much Caliope in team games? Because without it, lategame USF has nothing for team games. Jacksons are easy to counter with pak walls / Super heavy. and Pakhowi is useless against Axis Rocket arty. Brumbär shreds infantry. So... either you dominate earlygame or you have to go RangerZooks + Caliope.
Then you win every time with that cancerous unit unless your teammates are dumb enough to let the enemy team rush you with massed Panthers.
As long as Calliope exists, there is no late game infantry for Axis. |
This is what I don't understand about a lot of balance discussions here. You have axis with this crazy efficiency and no one bats an eye, but if USF(especially) has any decently efficient unit, it needs to be nerfed, then nerfed again. I've had instances of people in teamgames eliminating all or nearly all my infantry with a 2 (I think it was 2) PW salvo into retreat path/at base/ some rally/ etc. With how awesome axis AT options are, how does it make a difference that you have to have 3 shots on a caliope? It's not faster than panther. I know it's not bouncing panther shots. What in USF arsenal is going to trash a panther before it can get off 3 shots? 57mm bouncing tennis balls off the front? If I could send a sherman or jackson right in the front of a pakwall with the same chances as the panther to destroy a double health pw I wouldn't have a problem with pw having 2x health.
Jacksons and Zook'ed Rangers, even AT guns (with its active ability).
I wouldn't risk losing my super expensive Panther over your Calliope like that since it has a slow ROF and bad accuracy on the move.
Meanwhile you can just suicide dive with some Shermans or T-34s and can take out all of our rocket artillery, since they die in 1 shot anyway and those mediums are cheap to replace. |
The easiest "fix" would be to limit this stupid thing to 1-2 per player and nerf its damn firing speed.
Seriously every damn game with USF I always see this kind of crap obliterating my infantry even when I hit the retreat button.
Remember when the Sturmtiger can shoot through shot blockers? This thing gives the same feeling as that, 10 times worse.
USF: best mainline, best TD, now best doctrinal artillery? God forbids me from having fun as Axis in team games. |
In the original thread, Achpawel wrote:
And I think that should do the trick. Also it should be 100% at all ranges from P4.
Nerfing its fire rate is the first real step towards balancing it.
Having your infantry wiped from the first volley is not fun. |
It was already discussed.
Both Katy\Cali and PFwerfer (less so), are deadly when they are being fired at short range.
One can have 100 rockets per salvo, other can have 10, it doesnt really make any difference, considering that your shit will be most likely wiped before you can even reteat, if enemy shoot from close range.
Problem with Cali is its stupid survivability. It takes 3 shots to die, while it should take 2.
Aswell as its armor, it should give you protection only at long range against mediums. At medium\close range all mediums should have 100% chance of penetration.
All this will still make it distinct from any other arty unit and let it have its survivability, but it wont be THAT hard to kill if played\possitioned bad.
Not quite, the Katyusha's barrage is less frustrating to play against, since it's only 4 rockets that hit you initially, sure it can wipe but not always.
The Panzerwerfer's rockets has long flight time (they even make whistling sound while flying). |
This thing is stupid OP in team games, where a player can build 2-3 of them and basically create a no-fun tuning pack for their enemies. My rank is not 4-digit and I know how to micro my infantry to avoid enemies' rocket artillery, but this thing is ridiculous.
Katyusha: fires rockets in volleys of 4 so people can just move their units away when the 1st volley hits, the firing sound is noticeable too.
Land mattress: fires a huge number of rockets but the scatter is also huge.
Panzerwerfer: has a loud firing sound and long rocket flight time.
Stuka: obvious firing sound and the explosive rockets can only be fired in a line, requires lots of skills to hit moving infantry.
CalliOPe: unless you have vision at the moment the enemy deploys his close-range barrage, you are fcked. No window to react. |