One can not simply "shove his infantry off" a field hq if this change goes through then you can shoot with your stuka all night and day and they will still reinforce and still get bonuses.
You are correct it is a problem with field hq itself it is an utterly broken design which has no mention in the patch. The problem is you can not just jump and change stuka without changing the HQ itself.
That is just like removing the break pedal in a car because it ouf of fuel . It makes things worse not better.
Combined arms will push soviet infantry (even penals) off of the field hq, and they don't have frps, so they aren't coming back as quickly as okw infantry will. I think they also nerfed some of the defensive bonuses the field hq has in live so it's not as cheesy. That being said, it's still just a stupid mechanic.
Have you actually looked at it's AOE and other stats before posting this?
It has a smaller aoe than any other mortar, why also being the secondmost expensive, being 10mp cheaper than the 120mm.
the Leig also gets the smallest aoe damage multiplier.
The chance for that is lower than an SU-76 chances of penetrating a KT frontal plate at max range
It also has less scatter than the ostheer mortar and brit mortar pit.
Did some screwing around in cheatmode and even though you're right and frontal hits don't pen that reliably, they still often do (it has something like a 45-48% chance to frontally pen a sherman right?) a lot of shots inflict their splash damage on it and some will hit the rear, especially when they get fired at an extremely high angle for whatever reason. In effect, they will deal more damage to tanks than the penetration values suggest. Not that this is empirical testing in any way, and not that this makes leigs stunningly OP, but it happens. They also actually hit vehicles a lot more than the ost mortar it seems.
you realize by reducing the OKW stuka vs buildings damage, you are taking away the single and only counter OKW has against Soviet field HQ abuse?
I have noticed many other critical flaws that people don't seem to be noticing.
Dunno if that counts as a "critical flaw". You can still just shove his infantry off btw, you can even use a stuka for that purpose, and I think if anything the flaw resides more with the implementation of the whole field hq in the first place
It's my favorite AT-gun right now, and it's very OP with vet. Your mistake is using only one. They are so cheap you can afford to use them in pairs. Once they hit vet1 they zoom around the map in cloak and you can send them hunting. It only takes 4 hits to kill most mediums, so if you sneak up double raketen you can annihilate tanks before the enemy has time to react.
You just need to be very careful with them at the start and baby them. Preserve veterancy. Get off a shot or two and retreat the raketen before it gets wiped. The veterancy is worth more than the risk. The other player probably will pull back with his damaged tank. Wait until you have the perfect ambush before you really let the raketens out.
Yep. It also has like a 3-4 second reload at vet and extra damage or pen or both out of camo with vet. I think too many people play with at guns like they're invincible to tanks, which really hits the rak the hardest, but in reality your raks shouldn't be getting shot at by tanks anyway if you're playing right. It's like sticking one mg by itself in front of a blob and expecting it to win.
Both the ukf mortar pits and the ostheer mortars are cancer. They are both not fun to fight. I can easily open with double mortars as ostheer and have them outperform ostheer sniper openings. Afk auto-fire, which is as deadly or more deadly than the sniper, takes almost no micro.
That's personally how I feel. As for chocoboknight, I didn't make this thread because I constantly lose due to mortars. I use mortars when I play ostheer and soviets (120s not the godawful pm) and leigs as okw if I don't go luchs. I just feel that any way you sling it, they overperform in a role they aren't even supposed to be filling, with no player input at all most of the time. No other unit in the game is able to be just left to its own devices and do as much damage as indirect fire.
AT guns are finishers against tanks, no 1 man army counter as they are way cheaper.
An AT gun deals consistent high damage with (usually) good penetration. The AT gun simply is not mobile.
Shouldn't you need a inf squad nearby to snare the vehicle? An AT gun is a SUPPORT WEAPON, that means it is SUPPORTING other units. A tank with an engine damage is defenseless against an AT gun that faces it.
Bingo. You couldn't be mad if two squads of infantry flanked a lone machinegun now could you?
Like title says, just some game mechanic type questions, mostly about tanks.
How exactly does penetration work? Like, if say the kubel had exactly 4 armor and riflemen had exactly one penetration (disregarding range for examples sake) does that mean the rifles have a 1 in 4 chance of penning it? And if a t34/85 (totally making stuff up for examples sake again) had 150 pen and shot at a tank with 200 armor, does that mean it has a 3 in 4 chance of penning?
How are tanks' shots vs infantry calculated? Does RA of the infantry and range of engagement matter? Also, are moving penalties for vs. inf the same as vs. tanks (as in does the Cromwell also have 50% accuracy/scatter whatever it is vs. infantry on the move)?
Do flamethrower tanks have any differences in flamethrower performance in terms of range and whether or not it's moving?
Is there something wrong with the bazooka? Because I think I remember hearing it won't inflict death crits or something (no idea how that works) and I have seen tanks escape with tiny slivers of health when they shouldn't have. If so, is it going to get fixed in the FBP?
I've been basically skipping it or going lt tier since it got nerfed but for some reason I want to try using it again, maybe just because I want to go captain again and have some sort of vehicle. I'm mainly asking about ai firepower as at remains unchanged (unless I'm wrong).