Does it though? You set it up in an ambush position, a vehicle drives into arc and gets first-striked. Then it acts like a normal AT gun until it's got a few seconds out of cover to cloak again.
While I think its hilariously unrealistic that an at gun in camo could pick up and rotate (keep in mind the zis looks like its like 3x the size of an average man lol) I think it'd be frustrating and a bit janky to not be able to rotate in camo.
IMO leaving it as a toggle ability and just disabling movement but not rotation would be the best solution. |
So is it just the vehicle part thats unique to Tank Hunter? Some part of that ability is unique to that Commander I swear. The changelog is confusing cause I can only find it in the revamp
Vehicle part is unique to tank hunter.
I find that 2 raks creeping around right up at the frontline (since it can just retreat if it's out of position) can really be a bitch to play against, especially with soviets or usf since all their (nondoc) vehicles will die in 2 volleys (4 hits), basically invalidating vehicle play a lot of the time. Mostly happens in teamgames but its really BS and IMO an at gun shouldn't be able to be that ballsy. I really do think the retreat needs to go, obviously it would be given compensation somewhere else though, probably in the form of 60 range. |
Why would someone spend 340mp on a Kar98 squad tho that doesnt have a lmg for a long time?
I think unupgraded Obers are a tiny tiny bit better than unupgraded volks dps wise but they have less utility. So why would someone spend the extra 90mp at that point
+1 that just seems kinda odd to me. Personally at that point I'd rather build an leig or another volk lol.
I think stuka is fine. It's really expensive and kind of a skillshot weapon, and as an allied player if your opponent builds one before his schwerer you really should be able to punish him for it since his teching will be so delayed. |
A "buff" to those would also go against the ability's use case though. Its strength is against static targets - Flak HQs, ambient structures, bunkers. The small area of effect is an important part of that, the barrage duration is kind of a non factor (maybe you're asking for more shells?), and the time until the barrage starts is a balancing factor to make sure it can do high amounts of damage to a small area without being overpowered.
I get why spending 180 munitions for this kind of thing can feel like a bad trade, but it makes destroying forward flak HQs pretty easy - making it able to do so at an even lower cost could result in a balance issue. Overall, I think time on target is a much cooler concept than basically every other arty ability which all come down to "deny an area," and a lot of these qualities are important to its current use case.
Especially when you have priests. One or two priest barrages and a ToT barrage are usually enough to kill flak HQs lol. Really annoying for the okw player. |
Disclaimer: This is NOT a balance thread, sorry if that isn't clear in the title. I wanted to leave it rather open ended but I have no intention of debating balance on the unit.
I'm just interested to hear what people think about cav rifles in general. |
You have to factor in tulips DPS also...
You have to factor in the bonus from commander
You have to factor in that FF has the long mid range than most (if not all) TDs.
You have to factor in the possibility war speed/Hammer trucking (or fast repair)
Yeah but does that actually make it worth the pricetag? It's not a bad TD, but it's got nothing really special about it other than tulips, which aren't really that good anymore. Waste of muni IMO. The commander bonus is kinda nice but doesn't actually do that much. Like, when have you ever been like "oh thank god I have a commander on my firefly so glad I have like 10 extra sight range or whatever". Don't get me wrong, it's a nice bonus, but especially on the firefly it's kind of lackluster since you really should never have it so far up that it needs to self spot anyway because it's so slow.
I mean, it works, but I'd much rather have literally any other TD. |
I would try the following changes:
1) Veterancy overhaul so that bonuses do not revolve mostly around cloak and also benefit garrison
2) Cloak available only when stationary
3) Reaction times greatly reduced
4) lowered penetration but deflection damage similar to other rocket munition
5) 0.9 damage reduction of crew
6) greater angle when in trench
7) maybe damage reduction
Now requires first set up. Faust unlocked when Truck is built
+1
Replacing the .9 damage reduction with 5th man might have some merits, since for whatever reason the thing seems to be really easy to wipe with explosives, but that could potentially make it too tough, especially if it keeps a retreat function. Removing the retreat in exchange for 60 range (in conjunction with 5 man squad) might be better IMO too, since it would remove cheese that makes it annoying to play against but also address something that makes it slightly annoying/harder to use.
Lowered penetration could make it really annoying to use too though. If one really wanted to make it less lethal I think a firerate reduction or even (mayyyyyybeee) damage reduction. |
There is a way to adjust the scott to make both sides happy: Add white phosphorus or incendiary barrage to its barrage then nerf or remove its auto-fire. It also needs to be able to kill bunkers with ease too.
That's what pack howie is for though. The reason most people build scotts is specifically to kill inf with auto fire like the brummbar or stug e but at longer range. Like others have said, the barrage is more of a bonus. |
I mean my response was more of a joke but there's some truth to it. The sniper is I'd say, completely map dependant, as well as faction dependant. People don't usually build them against soviets unless its to counter snipe, becauase 6 man squads and typically lower mp bleed per shot. However there's a large psychological factor within the unit as well. If you know your opponet hates them, A.K.A. if you ever play me and can keep it alive, I'll tilt mega hard and make typically stupid plays.
As far as Pgrens go I almost always build them unless I don't feel the map allows it A.K.A. arnhem checkpoint. They may not be able to charge up to nearly any squad and win all the time, and you need to be a bit cheeky with them, but they protect support teams damn well. Especially non retreat support teams like the pak gun. In situations where BAR rifles are charging up to your AT guns, pgrens are unparalleled in power to stop charges and allow to retain veterancy on those AT guns. Similarly they can stop rushes on mortar teams and MGs so your opponet can't toss grenades.
I wouldn't say either is superior, they both have their own quirks. Snipers can handle infantry a bit better so long as they have an infantry or MG shield themselves. The mortar is more defensive, but the smoke is something the sniper doesn't have.
Yeah I pretty much use pgrens in the same way as you describe. I really do love them vs. usf especially since they counter aggressive play really well. Its just sometimes I feel like I can't really find the manpower or pop to fit them in I guess.
Well thanks for the thoughts.
|
Can you protec ze snooper?
---- yes ----> get snooper
---- no ----> get mortar
---- want fun? ----> Get pgrens
Ok so that's pretty much what I've been doing lol. Would you say sniper is superior to mortar overall (or in certain situations)? Because the mortar is definitely less micro lmao.
I love pgrens so much but I usually don't see a ton of incentive to build them with 3 grens unless they have a lot of cqc inf or I feel like I need handheld AT. They do their jobs very well though. |