Can we rework the HEAT barrage on the pak howitzer? It's good when it hits armor, 160 damage I think, but it scatters so it isn't able to hit consistantly. It is a barrage so it's not like you can autofire it all the time at armor. It'd be good to have the ability actually be decent at engaging JTs and Elephants. Slow sturdy targets.
+1
Making JT and ele counterable though? That's not allowed. Kappa.
Gren rifle nade got nerfed so many times already to a point where it is almost impossible to oneshot wipe a squad.
Many times there actually is a sound queue.. and the rifle makes a unique sound upon launching the nade.. + it takes around 3 seconds for the nade to land. So yes, I think there is also the player to blame if he loses a squad to it because he didnt pay attention at all on the few occasions without a sound notification.
Or do you also complain that there is no audio warning queue before a tank oneshots your squad with a lucky shot?
It's still really easy to one shot wipe (or leave the squad with so little health that a single mg burst finishes it off) with riflenades if they're in yellow cover.
All that other stuff would be true if the thing wasn't bugged to hell, which is what the thread is about. It's not a "nerf riflenade" thread, unless you consider making the audio and visual cues work as intended to be a nerf. Point is, it's not working as intended and hasn't been for years.
Problem is also that Axis have way more AA on the field than Allies.
Every pintle MG can take down a plane, two tanks with pintle MGs are a decently reliable AA combination. Even a 222 that survived the early game will take down planes for you, there's actually not too much need for an Ostwind to do so.
Allies don't have pintle MGs. There are few AA units besides the dedicated ones. I think only the UKF UC with Bren upgrade can fire at planes and I've seen my UC take down enemy planes, but it's suboptimal since it's not turreted.
This in general makes Allied planes last not as long and therefore effectively worth much less.
Hence another reason why I would prefer a strafe. At least you can make it work by physically blocking their armor with a sherman or whatever or just making him choose between running into your strafe or going towards you AT guns etc. Really shitty to see their tanks do more damage to your anti-tank loiter than the other way around. US does have pintle mgs but tends to have less of them since it's only on shermans, and they seem less effective 1-1 anyway when compared to the 42, which every axis tank and their dog will have.
UC shooting down planes once in a blue moon is a fun time lol.
True but that's an actual AA unit (that still has other, more important, uses too) whereas literally almost every axis tank has AA in the form of pintle 42s.
I found heavy tanks, and the KT in particular, a lot more reliable on average than they were before in more realistic scenarios, i.e. against clumped and damaged squads, with all MGs firing, and with other units firing too.
That said, the new AOEs are just a first iteration and we can tinker with them still.
Here's a test vs active bots that I did, judge for yourself. Don't mind the speedhacks.
That's actually kinda scary lol. Guess it's jackson spam or die now XD
Pretty much title. I mean I guess it's better than nothing but I would hope a 240 muni ability that only targets tanks would be "better than nothing". I'd either like to see it changed to a strafe that's basically just the soviet airborne one that actually does damage (it does like more damage than the entire p47 loiter lmao) or at least make it so they hit their targets if it has to remain a loiter. I'll usually just pop it postgame to see how it does and it won't even kill a 3/4-ish health tigerwith the entire duration of the ability, meaning the whole thing does about the same damage as one stuka AT loiter pass (from both planes) on a good day.
Could gut the emplacements, lower their price and gate power behind being garrisoned so that they function as part of an army instead OF an army.
I've said in the past that if brace was tied to garrison alone emplacements would be much better for it since there wouldn't be a 1 click save the unit button with next to no risk and there would be clear counter play. Un supported emplacements would be food, but as defensive positions (kinda like the usf fighting pit) they could hit above their price point as support units.
Yes. ASoldier in particular has been suggesting something like that for the mortar pit for years, and it'd give a mobile alternative to the pit too. He can explain it better than I can if he ever jumps on this thread.
I am mainly thinking about the USF vs OST match up. Since grens can only engage in mid to long range, giving riflemen more mid range dps will make OST's early game against USF even worse. OST is already pretty terrible, and I don't want that faction to be unplayable.
Ost should mostly be fighting USF at long range, not mid (mostly except for pgrens, since they'll just body riflemen at mid and close like intended). That's what MG42s are for. There's also sniper to just bleed USF dry too.
The same happens with penal satchels a lot of times so I guess its only fair
Yes 4 second timer and an entire squad closing to literally hand-shaking distance is totally comparable to 1 dude crouching and shooting a detonate on impact grenade with bugged sound files from almost maximum small arms range.
I made a thread about this issue pretty recently too. Bonus points if the model firing the nade has a G43 and he doesn't even crouch and just shoulder fires the nade with no warning lol.