Sure thingy, but where is my non-doct pershing, flak base, and elite infantry |
Givme rocket arty in cpt. tier and we gut
Oh, and a sniper in tier 1. I think snipers piss off static players just as much though :{ |
The rng is the only thing that is wrong with it. I would make it more consistant vs infantry even if the dmg vs infantry has to be lowered. It can get a good rng rolls and murder a clumped up squad, and it can get a terrible roll and do nothing. |
OR you could start by calling it ahead of time so when the ram hit, the crew + slow movement of the vehicle won't let it escape.
It would be similar to how button on Guards work now compared to how it used to be.
Also reminder that calculations for crits are done after damage is applied if i'm not mistaken.
That takes a lot of skill and resources to do. If you are against that then we need to get rid of panzer tactician and spotting scopes. The combo is near useless vs Panthers, and good players don't let t34s get near their elephants or jagtigers. High risk should get high rewards. |
On paper it looks great, even giving T34s more tool to use them for flanking. The problem is:
-Can it be made in a mod by anyone in the community?
-Wouldn't it be ez to cheese it to crush infantry units?
-I think we still currently have problems when ram impacts support weapons.
I don't know if we can have localised criticals, meaning that frontal side could be linked to main gun crit and rear side to engine damage. So i guess we remove that from the equation as well.
Changes to current ram:
-Remove chances of main gun destroy and heavy engine damage leaving only engine dmg as permanent possible crit.
Now here comes the part that if you increase consistency, you need to give a bit of counterplay and reduce effectiveness of the ability. Throwing some ideas into the mix.
Targeted vehicle:
-Same rules as other snares applies. The vehicle needs to be under 75% for the critical to apply. While the ability deals 160dmg, it's enough for mediums but requires more dmg on premium mediums and heavies.
-Reduce crew shock to 2s from 5s.
-Unit get's a 50% speed and turn debuff for 10s. Main gun is disabled for 10s.
This will always apply whether the ram is effective or not.
T34:
-Increase self damage received to 320dmg. Damage done to enemy vehicle remains the same at 160dmg.
-Option A: Crew shock time increased to 30s. It only receives engine damage and main gun destroyed.
-Option B: Crew shock time increased to 10s. It only receives heavy engine damage.
-Can't be used with any type of engine damage.
The 75% hp thing is way too restrictive. I'm not a fan of getting rid of the 5 second stun. If you want to get rid of the cheese make airstrikes land in the same amount of time regardless of where you call it in. At the edges of the map, airstrikes can land as soon as 6 seconds. I think it would be fair to change it to land 8 seconds globally after you call it in.
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wouldnt people just abuse this to get cheesy squad wipes by running them over?
Just keep the ability how it is. You can build your unit composition to cater to your ramming strats. Build su-85s or zis with camo to aid your t34. The il-2 strat has a very high skill ceiling to do it consistently. However,The new soviet airborne commander is cheesey as fuk with ram. |
Now the only op part about the mark vehicle-il2-ram combo is when il2 is used near the edges of the map. However, I do the same thing with fragmentation bombs. Pak stun round+frag bombs or elephant stun+frag bombs will guarantee a kill.
If you think your heavy is about to be rammed don't reverse straight; instead, take a 90 degree turn and reverse |
I'm against any changes to ram, it is very powerful if used correctly.
Ram + il2 usually does not ko a heavy tank. The right order to use ram effectively is: mark target on your victim, call il-2 on your victim, ram your victim before red smoke appears. If done correctly, you will kill your target in one combo. One thing people forget is you need vision of your target to set it up. The t70 and sniper is what you need. If your enemy sees your t34 you will most likely fail. You have to sneak your t34 when your opponent is not paying attention. |
That is the least effective way. Me and others tried using the usf mortar vs mg openers. We all scrapped it from our builds after several attempts to try and get it to work. The mortar smoke is only useful for blocking Los vs snipers. Mgs reposition and are covered by pioneers, and the ostheer mortar builds beats usf mortar builds. |
They can open with snipers(I do this everygame) or assault gens. Assault grens/mg combo is hilariously fun vs usf. The bad players build mgs into mortars straight away. It would be a dominate strategy if halftracks and pak howies were not powerful. |