Because two are already very effective most of the time. In fact , I always see massed stuka in team game and so do I when playing OKW. It's not like katyusha and priest is nearly useless at least you have a pair.
I disagree, I believe the Stuka is far more situational. It is used to much more tactically to clear a certain objective. It is far more effective in this role than as a general artillery against anything. If you amass enough Kats and calis you can directly assault armor up to an above the king tiger. |
Hector, you really are blowing a bit of smoke.
There is a reason in team games you NEVER see massed stuka. Maayyybbeeee 2.
Kat, cali, priest, matress.... there is a reason noone stops at 1-2.
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Have to disagree.
I tested it today again in custom
No other indrect fire was there.
Just satchel charge vs m42, mg34 or wehrmachtmortar.
--> full kill+ destroyed everytime. Tried it 6 times
Well i was stealing 42s with penals/sachels last night so not sure how that works. Maybe near aoe vs mid or something. |
I have found that a 100% full heath + armour mg/mortar/ect will survive decewed with like 10% armour left.
So if a mg takes a direct mortar/tank/at round then gets sacheled, it will be decrewed and destroyed. |
Large fan of most changes for v1.3. In particular the ratken projectile fix is a critical.
However, i feel this trend to continually move the p5 toward a more generalist tank role is wrong. The p4 serves this very well while staying fragile enough to be easily countered. We should be scaling the AI back in favor of AT, absolutely noone buys a p5 for AI. no one. |
Which is why its harder to use. I preferred it being an actual skill shot, but currently its as close as can be while still actually working. You need to get closer and stay longer AND pay more, i think that is more than fair.
Ehhh
While it may have fallen out of favor I still use Guard Motor for the Guard AT and the button combined with penal sachel is frankly easy to use. |
again, "i made a mistake and the enemy hurt me" isnt a solid basis for balance
its like "i clicked beside the cover not behind it and my guys died, can you make enemy deal less damage"
or "i drove over a mine and the enemy happened to have an AT gun there and i was heavily punished"
you are supposed to support your armour in this game (dont let the usf and brit players fool you) the enemy having units ambushing and outflanking you is not a balance issue- its actually a feature
additionally, what is it for cost?
compare the molitov to the flame nade
for a 20mu difference you get: better range, and faster animation with NO drawbacks compared to the molitov EXCEPT the higher cost
for a 20mu difference on the satchel and AT nade/faust you get: more damage at the cost of less range, longer animation, ability to ACTUALLY dodge it (instead of it following you as long as they clicked) , chance of collateral damage possibly wiping your squad AND a higher cost
its not like penals can sprint at you like cons can, and even then that only works because of the homing mode...
While you make some good points. I would add that while the vast majority, If I am not wrong EVERY SINGLE OTHER, snare has breathing room in regards to not being an instant engine cripple. It often takes 2 snares to bind a full health tank while the penal satchel takes out 1/4 of a full health tanks HP. HUGE game changer when landed. |
Then remove it as a starting unit. I can see what your trying with the kubel, its a nice idea but that doesn't mean its the right/best one. Having the sturms starting was not a problem in the first place.
I can admit it is a problem on garison heavy maps... but in the open focus fire cuts them down fast. They have one of the smallest effective ranges of any unit outside of shocks and unless they get the drop on you are easy to fend off. |
Maybe Kubel isn't the best choice for an early unit. However, I would disagree on the scaling part.
Kubel Vet4 is pretty sweet. It gets suppression that you can use in conjunction with camouflage for nice ambushes. You get to Vet4 a lot faster. At Vet2, the Kubel also gets self-repair, which means you no longer have to allocate engineers to repair it.
Thank you for addressing this.
I admit that a well vetted kubel has its uses. However, disregarding lowered vet requirements (which I fell are offset by lowered armour values) this is a monumentous task for a light vehicle.
I have in my 3k+ hours achieved v5 kubel ONCE. And this is after making such an achievement a primary goal in any map that is good for the unit. Maybe the patch makes vetting / surviving to higher levels more obtainable... but it is incredibly difficult none the less. |
Maybe this will finally kill Kubel cheese, when it dies you can salvage it, OKW losing it's special snowflake faction is the best part of this mod.
Every fraction starts with a unit that has a defined and useful end-game purpose. Even soviet engineers when used properly are effective, much less useful late-game.
Kubel has zero such staying power. Mines, vetted infantry, vehicles.... much less the lowered armour values make this thing worthless past 5-10mins.
To just blindly point at "special snowflake status" to cripple a fraction is asinine.
Shit even a ratken start would be more helpful....
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