Its funny to read that volks bloobs was op and bs ...but penals, zooks, piats blobbs are ok?
this blobbs are actually more cancer than volkblobb ever was...
Wtf?
Typical response.
Allied blobs nearly aren't as powerfull against german armor because of the difference between penetration rates and heavier german armor values(Panzershreck pens waaaay more frequently than the M9 and PTRS). Not to mention rifles and penals are more expensive to build and reinforce, something that the volksgrens dont have as a downside. |
If anything, volks got a buff when shreck got removed because of 2 STG's and a nondoctrinal snare.
With that said, the Raketenwerfer is quite powerfull but is prone to dying rather easiliy(hence the camo) and Pzershrecks on sturms are just a waste of that AI firepower early- game and the repair upgrade, the latter of which is needed later in the game with your high- health tanks.
Perhaps an solution is to give the Sturmpioneers 2 shrecks in the upgrade, remove the cold weather immunity bonus(Who TF left that? Cold weather is not even in automatch anymore, lmao) and increase price to 120 accordingly to match wehr Panzergrens. |
Laughable statement at best. |
Certainly not an player issue, or a ragethread due to a bad match. |
If you have hold fire while reinforcing, I think that the new models don't pick up the hold fire command. This is impossible to fix.
You should toggle hold fire after finishing reinfforcing.
Is there a way to reset the hold fire button when the squad is ordered to retreat? I don't know if this is possible or wether is has been tried in the past, but i would like to know. |
There is a simpler solution. Cool-down on super heavy should start when the unit is lost not when the unit appears.
Pretty much this. Make those cooldowns longer aswell, it should teach people to be more carefull with their heavy TD's etc. It's ruining the fun of teamgames to destroy a jagdtiger/croc/ etc with another one popping up in less than a minute. |
The whole doctrine needs a reasonable rework in my opinion. Do note this is my opinion, and little more.
- Assgrens are extremely mediocre in the most optimum conditions where they can get the drop on enemy infantry, and even then its a dice roll on who takes the most casualties. Giving them more versatility much like assvolksgrens with smoke grenades and a accuracy buff at close range(though remaining lower than better CQB infantry like shocks and rangers) would be a fine basis of improvement.
- The SDkfz 250 halftrack with panzergrenadiers is kind of pointless, really. it costs so much to have a halftrack that has no real use when the midgame starts(unless you want to keep microing a taxi) and doesn't scale well into the lategame as it has no vet or other worthwile abilities. You're much better off getting a 222(lol) or a 251 for all those recources.
Replacing it with the puma(as stated in Jagd wolfë's comment) would actually be pretty interesting. If that won't happen, atleast give it some worthwile ability(F.E. local maphack like kubel, or nondoc smoke dispensers).
- Stug E? I don't even need to bother to explain what that is.
- Light arty barrage tickles anything but clumped up infantry and minor emplacements. Dunno how to change this though, perhaps make its barrage extended so as to act as area denial for half a minute(like sector artillery, but not limited to sectors) or so? I'm not sure.
- Tiger doesn't need much explanation, and people can talk about it in another thread. |
Well, it could be worse, but the panther is certainly not in an acctractive spot either.
Just higher regular accuracy(certainly not moving accuracy) would make it more usefull than it is currently. |
So mortars shouldn't be able to retreat by your logic right?
Dunno how you compare mortars to support guns, but ok. |
Besides the fact it can attack-ground to ignore smoke or fire at something not blocked by it?
Eh. it works for me, though that is more because i tend to be in the low- level pool. |