No, Soviet early game is OP enough as it is with super Penals with nuclear satchels nuking everything they see. M3+Flamer cheese is also an option. Cons are an option too but no one wants too use a secretly OP unit at vet 3. Soviets are supposed to suck late game because OP early game and mid game with T70 wipes. Any MGs that are durable enough to serve as frontline infantry is cancer. Soviets have doctrines too support late game anyway so it's not like you can't pull the IS2 out of your ass and wipe squads left and right.
Satchels in early game? What's a satchel gonna kill lol? Base mgs? |
I would definitely like to see more or new maps for the 4v4 pool, its been the same for so long I forget what its like to be able to play on new maps.
At the same time if we do increase the pool don't forget the need for more vetoes.
I rly like all of these changes especially the ones for the super heavy TDs, this has been a long term issue of mine where the jagdtiger simply would require you to throw everything at it. I also like the idea of a change to the dive bomb (god playing this game depth would suck) or reduce its reliability vs static arty.
On a completely different side note, where did my WC-51 changes go and can we get a 1 cp reduction on kv-2?
WC-51 changes? Like what? Haven't seen that jeep mentioned on the forums in a long time. |
Without nerfs to the OKW lategame, their infantry in general and their Wunderwaffe I think additional Soviet nerfs are out of place
But yes, if anything else, its instapinningsupression and ridicolous damage needs to go. Right now you can charge dusha against the hmg42, wait until you get pinned and then kill hmg42 at poin blank within few seconds. I dont know if I remember it right, but dushka was ninja-buffed some time ago (nobody noticed ) and now it deals ~70 DPS at close range (when not supressed) OpieOP.
70 dps? Wow. Just wow. I'm somewhat in awe. Gonna have to go grab me one of these in a teamgame XD
Edit: does that make it a somewhat reliable way to deal with engine damaged light vehicles? Like, could you at nade a luchs a couple of times and set a Dshk loose on it without even using the AP rounds? (Is it reliable with the AP rounds too?) |
+1
PD: They got CP nerf. They used to come at 0CP.
If you remove predators/counters of certain unit, then it becomes easier for that unit to be OP. If you nerf everything into fairness levels, whatever hasn't been changed becomes the new OP popular build.
Ex: if you remove Ele/JT from the game, people will bitch about ISU152 (on HE mode).
Ex2: if you delay faust, people start to cry about M3 clowncar (when in the past it was even worst since you actually didn't have any faust at all).
It used to be 0CP? OpieOP. |
That is correct. Outside the extremely small chance of a tank rolling to hit someone, scatter as no correlation with accuracy.
Ok, thanks. Good to know. |
When combat blitz is active you get a 100% accuracy buff on the affected tank as well as the speed and RA buff. This overpowered buff only applies when combat blitz is triggered and thus only applies on medium tanks+ for OKW as the lights do not have combat blitz. OpieOP
Wot. OpieOP. |
Im not too sure, they must have some minute amount of scatter because the grenade doesn't always land where the grenade is targeted.
Probably some landmass deformity (craters, etc.) stopping them/making them go a bit further. Like how you can't throw grenades all the way through houses. |
You should keep spamming stop as you have; scatter penalties for moving are quite brutal, even for USF/OKW tanks.
So you are saying that it's still better to be stopped when engaging infantry, but it is a totally separate value than what I brought up in the OP? |
AEC could use a health buff then, if it really is gonna be the only snare/stun thing brits have access to (infantry section gammon bomb doesn't count; I think it's really more of a force multiplier after a tank gets stunned by tulips or aec, since it has a crazy dodgeable ~4(ish) second fuse. Hell, even give it an upgrade like the m20's (which in its case, desperately needs to be stock IMO). Otherwise it won't really be able to do its job effectively in the late game, and will be the only unit with that capability. |
We're planning to see how the new Hold Fire ability works with respect to inaccurate tanks. If you feel that a particular vehicle is too inaccurate on the move, feel free to use hold fire & stop micro. The fact that you have to micro your shots means that it will be more difficult to use Cromwell spam to its full advantage.
High moving accuracy values tend to have the following effect:
- Too easy to control swarms of tanks
- Promote a run-and-gun attitude for already advantaged tanks (e.g., OKW Panther 0.65 moving accuracy with Combat Blitz active means you will never miss)
Giving fast durable tanks high moving accuracy means that there is very little incentive to slow down, which means medium tanks will be at an even greater disadvantage chasing after the more expensive Panthers/Comets.
IMO, high moving accuracy should be the benefit of USF paper tanks, and USF paper tanks only (M10, Jackson & Sherman).
Note that moving accuracy modifiers have nothing to do with accuracy vs infantry; this is controlled by moving scatter modifiers.
The only tanks to have ever had lower-than average scatter modifiers are USF tanks and OKW tanks.
Well as is obvious, I didn't elaborate very far on my second post. I said nobody better bitch about the ost panthers moving acc now because when I used the cromwell and comet this week, they seemed fine, so I don't think it's that big a deal (to complain that ost panther is worthless etc etc.). I think it's good that one should have to stop for good accuracy and also good that usf paper tanks don't (since that's the best part of them). So okw panth won't miss shots on the move? Does that apply to the other okw tanks too? And none of what we're discussing now has an impact on accuracy against infantry? |