It's' more of a case by case analysis. If the player reacts in time and begins to reverse move the panthers with no momentum loss on obstacles etc, T34/76s will have a real struggle to pen panthers. If they get on the rear though panthers have zero chance.
One would think that tends to happen when four tanks get around your rear. I don't use t34/76s enough, but they do feel almost throwaway time at just 80 fuel. I mean, both panthers are more than double the cost of a t34/76, and once you get t4 up you can just start cranking em out like no tomorrow. However, what with the massive abundance of snares (and pathing issues), flanking gets pretty damn micro intensive sometimes and it's a lot easier (whether or not it's better) to fight head on with higher powered more expensive tanks that actually end up vetting. |
Come now it's not like I resorted to its historical uber rate of fire.
Either it's the greatest thing to spam, and you discovered a great new meta, or its bad as everyone says it is.
I wonder which is more likely.
I mean it still shoots bullets and suppresses things so it's not awful. It's definitely worse than pretty much every other mg but it's still a suppression tool that can penetrate light vehicles if you get it to vet1 I guess. |
I also usually got a sweeper on my first SP but in my rank, which is around 300-500, you can ignore sweepers in 7 of 10 games haha.
Additionally if a T70 manages to get around a Raketenwerfer, you are basically screwed without a Panzerschreck, if your Volks are not there.
That can happen with any turreted light vehicle and at gun face off if they're totally alone; even an aec or a puma could pull that shit eventually. That's why every faction but brits for some reason gets snares on mainline infantry. |
That does make sense sadly, damn.
Of course I'm not getting it for the M5, I'm getting it for the Calliope.
Callie is pretty much the only good thing left in the doctrine what with the 1919 nerf too. I remember the days when you could get 4 1919s shooting out of one m5 at once lol... |
Then why are you making posts about it when you yourself admit you dont actually know what you are talking about.
FWIW no allied squads have .77 target size at max vet.
Cons: .6522
Penials .85
RM: .634
Tommies: .616
No one is saying to memorize every stat in the game, but at least take the one minute of effort to look up the stats before saying "volks are durable"
Don't forget that some weapons were meant to engage the four man squads that ost has. The normal Soviet mortar, for example, has lower performance than its ost counterpart partially because they are used on grens and pgrens, not cons or penals like the ost one. The pre-nerf usf mortar was basically a copypasta'd ost mortar that shot like slightly faster or something I think, but it was incredibly overpowered especially against ost since they have smaller squads that cost a lot to maintain. The opposite is true for volks, and they are much cheaper than rifles and tommies and still scale really well. I would say penals and volks are about comparable after the very early game since volks get stgs and cost pretty much the same (penals cost 50 more initially). Let's not even talk about cons since that's a whole other story. Also, when you said the very very slight dps increase of the stg upgrade at max range is not worth mentioning since it's so small, it really is simply because it's not a decrease. |
PGs can have the ability to repair, many doctrines give the ability to conscripts to repair, plus the Soviet windustry repair post.
Wehr currently has no other way of repairing except for pioneers.
I get what you're saying but imagine those mindless team game pgren blobs being able to repair axis heavies along with sturmpios and the starting pio squad. At least cons are bad. |
A)Most simple idea is to make all of their abilities start on cd.
B)On top of idea A, what about making them start with "vanilla" (bolt/semi auto action rifles) weapons and force them to upgrade for 0muni to their stock weapons. Make it takes 15s/30s.
That's an idea. They're really good at cheesily killing snipers though, even on retreat (especially falls and commandos). I think my snipers never live past ten minutes against people using Luftwaffe or scavenge lol. |
Heavy cover would also decrease incoming mortar damage by 50% That might be, eh, a bit too much.
You could just spam them everywhere on all your infantry lul. I still think they should just get a normal damn smoke grenade and call case closed. It's not like brits are overflowing with useful smoke anyway.
Edit: don't forget 50% reduced damage from grenades and attack ground with tanks too. |
On the Maxim, we're still testing new values for the weapon in terms of suppression so it can stop charging infantry and making the vet 1 more powerful/useable.
It'd be nice if all EFA vet1s were useful. Or even if they just didn't give a totally useless ability like tripwire flares, medkits (slightly less useless now I guess), "light" (synonymous with "fake") smoke grenades (even though this one's on the brits, it's still a prime example of useless vet1s). |
If all mediums were the same, allied mediums would be OP as shit due to having much better supporting infantry as a whole, especially usf. Allies would absolutely dominate especially in 1v1s and 2v2s up until the real big tanks started rolling (which allies don't have many of). Also, it just takes away from the flavor of the game. We could play soviets vs. soviets with 1 commander to choose from and a square 100% symmetrical map and then it would be very balanced, but it'd be very boring too. |