Are you really comparing a statistical outlier to something that’s very common?
You can’t make decisions on balance based on one RNG roll.
?? This is literally why the Jackson had its armor lowered. Because of BS RNG rolls where the P4 would frontally bounce on it even though the Jackson had no reason to even be within 40 range of a P4. Same thing with the t34 ram criticals having really low chance to cause major engine criticals. They’re getting removed.
Shit yeah, the issue of my Churchill missing and bouncing and then refusing to fire at point blank range is all to do with the fact that it was unsupported.
If you noticed the gun not actually firing then you should report it as a bug. Missing isn't a bug, at least not a blatantly obvious one possibly. I'd also recommend glide shots if you're missing at point blank and moving. I'd love for a lot of tanks to have 100% accuracy at 0 range, but that isn't in the game currently.
Everyone always does this kind of shit when a video shows them something they don't like, they completely derail the point of the video, its laughable.
So basically what you've done with my video?
Churchill video shows the churchil bouncing at point blank range, then a bug, refusing to fire but of course the point you take from it has got to do with high HP and that it "wasn't supported" (it was a dive, to kill a hetzer with a Churchill, who would have thought it wouldn't work? Much like your Panther video, shit happens hence my comparison to yours)
AT gun video shows the RNG even when you make the odds the best you possibly can, and again, shit happens, but we don't all cry about it
Things like AT guns missing weapon teams happens literally all the time, it isn't unexpected to miss even at close range.
It's a joke to throw you off.
You can get colored text with /me, afterwards the guy just pasted some random shit about a maphack.
Isn't it "/emote"?
Bug or it was considered still moving? Cause static it should not miss at that range since it has way over 100% acc.
It wasn't considered moving. It's at like 15ish range, maybe 18. But at that range it shouldn't miss that.
And I've had panthers not miss my Stuart 3 times in a row, moving on long and close to long range.
If you want the Panther not to miss then buff the accuracy to 100% and such RNG won't happen.
Oh no, 1 shot missed, better buff the panther.
Got it. I now understand balance. If something is doing something it shouldn't be, it's just based RNG and just L2P. I'll remember that next time I drive my panther into my opponents base to kill a katy.
ISU-152 deleting squads from 70 range? Just dodge
Exactly, so if that is the case...
Mega buffs for the Churchil incoming?
VIDEO
And the AT guns?
VIDEO
We're comparing driving our tanks into AT guns and fausts with no support to missing a katy at 15 range? The fact that you drove into AT guns, get snared, and still just drive away is testament to the churchill's viability at a damage soak.........
Then saying an AT gun can't hit another AT gun when it's decrewed and getting flanked by a hetzer because again..... no support. Clearly my point has been usurped by quality counter arguments.
Allow me to shed some light on why the panther may be receiving some kind of accuracy buff.
VIDEO
Well yes and no, the current live implementation has shown that most people do not feel that Obers without weapon upgrades are worth it. So getting access to fully upgraded Obers 30 fuel faster now would essentially be a timing buff.
I find that at least in live and in teamgames, aside from sometimes not being on the ball getting it the second I have 60 fuel + truck, is that they take a long time to build. Typically I can only get 1 if I really want them before I can buy PA. PA is worth stopping the construction of obers as well so the flak truck can defend itself.
I'd like to see its range go down to 65 or 60. Scope isn't that relevant imo since most people just keep a vetted 222 for it.
Definitely a bruh moment
My thoughts are primarily from 3v3/4v4 AT experience. If something is not mentioned, then I think it's acceptable.
Show Spoiler Penals: Do these still not walk on OKW? I can't remember any ultra hard nerfs to penals since they used to walk over OKW, the meta just shifted from penals to 7 man cons because 7 men were just better. If volks have received price increases since then I don't think penals should receive a buff when volks as far as the notes go have no direct buff and is receiving the sandbag nerf. M5: AA upgrade needs to be tested. If it's inline with other AA pieces like ostwinds and centaurs where it takes 3-4 seconds per plane, I think that's good. I had a friend bring up the issue though that axis do have far superior CAS options namely OKW's overwatch doctrine "air supremacy" which is crazy good even with AA on the field. The M5 quad, which I hope also nerfs the USF and UKF variants as well, was just really lame in the fact that it killed things so fast you could even lose a recon plane before it even gave recon. I was kinda against giving it healing in the truck because squads can also fire out of it unlike the 251 counterpart, but whatever. Hopefully someone will use it in that regard. I hope the squad healing inside the truck is also given to the 250 HT from OST, since I believe that's an exception now. SU76: I don't think this will be good enough for it to see routine play but it retaining 60 range basically inhibits that since we don't want to see it return to spam. T34 Ram I think this is a bit harsh. Obviously the removal of the low chance death sentence criticals is good, but the vet 1 lock is pretty brutal. In some cases it's just not possible to get vet 1 on tanks anymore, typically when axis start pulling out their 70 range heavy TDs. I think it'd be really cool to have the t34 guarantee engine damage on the rear of tanks, to make flank and ram more rewarding. Unsure if that's already in play due to lower rear armor across the board and the ram distinguishes between front and rear armor. If it's in play then awesome. If not, I think it's a good suggestion. (I think Aerafield was one of the people to come up with the idea if i'm not mistaken.) But the vet 1 lock I think needs to be reverted. The issue isn't so much the ram, it's the offmaps and the commanders they come in. I'd be fine with IL-2 rocket run, if SVT cons weren't amazing. I'd be ok with IL-2 bomb run, if it wasn't in the ISU giga doctrine. Katy: Was hoping for something better for the creeping barrage, but maybe if it was using the wrong stats it'll actually be better. Will have to wait and see. SU85: Yeah this means nothing to the SU85. Still great RoF, 100% pen chance when it's vet 2 vs a vet 0 panther and 264/286 vs vet 2 panther. Like this TD isn't blatantly OP like the jackson because its distinct lack of turret and weakness because of it, but 130F for 220 base pen, self spot and good RoF. Could use a little bit more nerf stick IMO. I'd still be very satisfied with the SU85 even if it had 135F cost like the JP4. It can also bounce P4s, which given the lack of turret usually isn't a massive issue. Could be an option though. ISU-152: Rear armor nerf is good, HE round range nerf is good as well. The issue is more the doctrine its in but I hope we cross that bridge with the commander changes. The concrete piercing round however, while I think these buffs are good, the round needs to lose its massive lethality, pinpoint accuracy vs clumped squads at 70 range. It WILL 1 shot 4 man grens at 70 range if they're in yellow green clumped, and you don't even need to switch to HE rounds. That needs to go. (Thanks SweetRollNextDoor for posting about it too. I went in and tested against green after you said it could do that and yes, it does it consistantly.)
Hey this isn't so much a bug with the mod but with live that I hope could be fixed with the patch.
From what I know cruzz discovered many years ago that the priest when firing tends to place its shots on the far edge of its barrage circle, so the actual center of the barrage is misaligned with the UI circle. I don't know the cause but if possible could this be fixed this patch? Thanks!
Reply to JibberJabberJobber. Lengthy, hence the spoiler.
Show Spoiler
True that it's not as necessary now that G43s on Pfusies consume all weapons slots and 5 men Grens will be less popular. That said, 33% droprate was very high for a squad that has to get close and personal to be effective (drops a BAR around every 3th time a rifle drops to 1 man). We will have to see if dropping them is too rare now.
I did not see a G43 change on pfusies or in general in the notes. Couldn't find on 2nd look either. Is this a planned change that did not make it to the notes? I fully support this though. G43s needed this badly.
What would be the best way to help the Pack Howitzer avoid rocket arty: improved movement speed? decrew at 2 men? faster desetup time?
Sorry I can't tell if this is sarcastic but I'm assuming you do want good feedback here since you're on the team. I
assume you mean decrew at 1 man? Because it already decrews at 2 because it requires 3 men. As far as I know it's impossible to make it functional at 2 man. I don't think the problem is actually the pack howie not surviving rocket arty, because team weapons should be countered by it, it's more the stuka just coming in too quickly and to pinpoint that you get hit by the rocket 4/5 times. 6 man allowed the pack howie to actually take a direct rocket on the weapon and still have 3 left over if spacing was good. pack up time would actually be a really good way to buff it for dodging rocket arty I think. But again I don't really know what should be done about it. You simply cannot be around under its fire with any damaged squad or you get blown to bits. And although it's confirmation bias but when you try and dodge things with RNG scatter you just get blown up the second you leave green cover. That's part of the reason why I think the ISG is pretty meh. It's got great scatter and and mediocre AoE which means if you do move your squad you can actually dodge it and not get blown up by RNG. Like obviously it would be redundant to make it just a better mortar but another idea is to give it more utility somehow. Maybe nondoc flare? HEAT rounds could definitely be better in terms of scatter. Barrage only weapon as many have suggested would be great since it requires micro input.
The changes are still a bit experimental. Ideally the barrage buffs (more reliable damage at long range, scatter bonus with vet, better starting scatter) should carry the weaker autofire now, but it might get changed again if necessary. It was actually tried to make the Scott 2 shot kill, but it either turned it into a deadlier pack howi or a less effective mortar, the Scott serves its niche as Sniper arty well.
It will also have to been seen if a range reduction was the best way to make it more vulnerable. I don't think removing the smoke would've done much, and making it 2 shots to kill would make it a bit too vulnerable to double AT guns. A smaller range reduction or a speed nerf would be good alternative options if this is too harsh.
I disagree on removing smoke not doing much, it's part of the reason why panzer tac is OP. It requires zero thought process from the user and breaks LoS immediately and requires the attacker to RNG their shot into the smoke, and that's ontop of the extra time to make the commands and not go into the next reload cycle. It also gives more time to get to friendly AT guns or snares. The scott just usually requires some form of dive from your opponent inorder to kill. You'll still see 2x pak walls from players going into scotts, but they'll still back up 10 (or 5 from raks) and just go into the corner, pop out and self heal cause crews. And if the player gets really nervous or wants extra security they'll dump smoke ontop of it. The barrage is 80 range, but IIRC the CDs for them are atrocious, that probably needs to be addressed or it'll get degraded to a heavy fuel mortar, which obviously won't be used. Don't take my word as bible though since I couldn't tell you the scott barrage CD, but I just remember it maybe a year or 2 ago being terribly long. I think a speed reduction would be a subtle way of nerfing it if we really didn't want to go down the durability nerf route.
It's true it's hard to catch, but that's kind of necessary with stock USF's lack of impactful mines (aside from the M20), lack of meaty tanks and muni consuming AT guns that require a teching decision. Mobility and range are the only reliable ways for Jacksons with a stock roster to defend themselves.
This is also the third in a series of soft nerfs to the Jackson (+5 fuel, less armor vs P4 and now slightly less pen vs heavies), now also consider the Panther gets an accuracy boost, all together they do lower the effectiveness of the Jackson slighlty.
Personally "soft nerfs" to me is just a bandage on a serious wound. I'm not saying it's your fault, but to me, saying "well the fuel cost went up by 5 clearly makes it balanced" is just majorly avoiding the problem. The jackson received an armor nerf because there is zero justification for the jackson to be bouncing P4 shots when it has 20 range on it. We wouldn't raise the pack howie price by 10 manpower and say it's balanced right now, same thing here. As far the panther goes in countering it, I think the panther may finally be
in a good spot⢠. I'm honestly a little nervous about how good the panther may potentially be with these buffs, but we'll see.
It's a consistency change to bring it in-line with the rocket arty recharge reduction for other factions' their rocket arty. Most commander stuff won't have their performance touched for now.
If there are further nerfs to commanders and the calliope wasn't included, I ask why the WC51 was included here. They're both commander units and i'm no top player in teamgames, but I'd say the calliope is definitely making a name for itself up there like the WC51 in 1s. Again not trying to bash, but if there are calliope nerfs that are planned to drop during the commander change phase (which I'm not sure if that's with this patch or a future patch one soon after), I think it should've been stated here. As far as consistency change, all for it.