All I'm saying is that if I take both of these things to be true, the implication here is fascinating.
lmao
I think leig is fine. |
Thread: IR Ht11 Aug 2019, 23:48 PM
Who needs IR HT when command panther LoS bonuses show two thirds of Minsk pocket.
All this stuff should have been changed the same time the T70, 222 recon and Valentine got nerfed.
Somehow OKW units providing insane LoS were the oversight
BuT T70 aNd VaLeNtInE sIgT oP pLz NuRf. |
Thread: IR Ht11 Aug 2019, 23:09 PM
dies in 2 arty shells
Then don't sit in arty with it lmao. Rangers die in 2 arty shells too. |
I don't think the main gun shoots on the move, it is just the mgs. My only issue is sneaky reketans murdering it.
+1
I don't think it needs smoke at all. It's more manueverable than the OKW flaktrack. |
If 120mm got its vet1 changed for an accurate single shell that costed muni and had some windup time, that will fix it's late game situation and become very potent. What do you guys think?
I'm pretty sure it used to have that and it was OP lol.
At the moment, its performance doesn't justify its ridiculously high cost, especially in 1s. |
Yes, but in a 1v1, you will never see a pwerfer in 99% of the cases. You can't even afford a panther in most scenarios and if you go for a pwerfer, you waste fuel that you need for a panther if you ever get there. In a 2v2, yes I can see your point.
In teamgames double pak howi can be a real pain though, screened by riflemen and tommies for example, you will never get close.
True. I'm just saying they do work really well against pack howies, and it's very doable in teamgames (where pack howies are especially gross, like you said).
And you've still got other (less ideal) counters for it at least; you've got mortars as ost and leigs as okw. If you want to experience actual uncounterable indirect fire try being brits vs double leig lmao. |
It's probably already the hardest nade to dodge and it's also super bugged sometimes.
I've noticed while playing against it that oftentimes infantry won't call out anything until the grenade is already in the air, leaving you with literally fractions of seconds to dodge the thing, and on the other end of the spectrum, sometimes it plays the sound super early before the guy even kneels to fire, and you know like 3 seconds beforehand that a nade is coming. Both stupid bugs.
While using it, I've noticed that if the squad has g43s and the g43 guy is the one who fires the nade, it just shoots out the front of his gun while he still has it shouldered, giving no visual cue that a riflenade is being launched. Also, launching them out of ambush camo is super broken because the squad isn't revealed until the grenade is in the air, leaving the opponent with almost no time to dodge the grenade that's coming from a squad they didn't even know was there at all.
I don't know how fixable these bugs are but they kinda just annoy me both playing against them and (ab)using them. |
Hm pwerfer is actually pretty underwhelming, you can easily safe it from that. Saving it from a walking stuka is another matter. That thing needs to be looked at too.
All it takes is one rocket hitting that pack howie crew though. I wouldn't exactly call the thing underwhelming either. I know it doesn't have a huge payload but it comes fast and (more importantly) all at the same time. It's also the only one that suppresses for some reason. |
How to play aganst 251 rush as sov?
Guards. |
I had the same idea personally - to get rid of its AI damage and double down on its AT to basically turn it into a Panther clone to give the UKF an interesting alternative to the Firefly (it works with JP4 and Panther for OKW, so why not). The UKF already have the Centaur, the Cromwell and the Churchill for AI, and as you said the Firefly has its limitations.
It's a bit radical at this point in the game's lifecycle though.
I think that'd be interesting. IMO it should keep the grenade and phosphorous as compensation for not having a pintle 42 and make it more of a panther clone offensively (and offensive veterancy-wise). |