It is still 360 MP.
In order to have a decent chance of wiping full hp squad you have to fire from min range, which is quite risky because of how Katy is squishy. If squad isn't full hp... well, it is fault of that squad's owner.
PeeWerfers are much worse in hitting moving targets. There is much longer time between firing and actually hitting target. I like Katys because how they leave almost no time to react if firing from min range.
Pwerfers are good in pairs. You need to fire one on top of your target and the other behind the target. Mgs should be used to keep the units from moving forward or sideways to dodge.
Katys give you time to get out of the barrage or retreat. If you get hit by pwerfers, your infantry is most likely dead. |
You have access to better rocket arty as axis.
Besides the stuff mr smith has listed as op, the walking stuka is the only rocket arty that needs re-balancing. If it is wiping your units, then your opponent is firing the katys at minimal distances. Try doing the same thing with the pwerfers. |
If cons had a roll to play, that would be nice. I think the Ptrs fits them so well. Spam them and get wrecked vs infantry. Combine them with penals or mgs, and they have a dedicated purpose.
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They beat volks and grens 1v1, but you get more troops. However, they may be a little too overwhelming at the start of the game before you can get upgrades. So they beat your infantry, then you cannot hard counter them with light vehicles because they can switch to at.
I would give the ptrs to cons, but hoorah cannot be used with heavy ptrs rifles. You should have to use both cons and penals together, not spam either of them. Cons desperately need their moltovs fixed, but not in a way that makes them volks 2.0. |
Guys, the crocodile has 2 flamers, one of which has never been properly parametrised and fires non-stop at insane ranges. We're aware of this. We've been aware of this for over a year now, but scope is a bitch.
Just give some QoL changes to the Crocodile to allow it to use its gun, and reduce damage/range from the flamethrower. Its damage output vs infantry/support weapons doesn't have to be that completely insane, as it is already durable.
Yikes! How big are the damage changes? Is it enough for the tiger to be better in ai and at?
Well, if the churchill breaks 1v1 balance than it needs some changes. |
@intelligence209
Your assumptions are wrong. I do not play with randoms. Having this strategy used against you is why we do not go 2 usf. I would like to hear what Mr.Smith has to say. |
This is now going off-topic as this is heavily-tied to 1v1, and the long-term viability of tiers.
As long as USF gets free officers (which means an extra squad out when it really matters), and their vehicles are supposed to have good shock value (even stronger early game), their vehicles cannot be cheap. Having vehicles affordable for the late-game means that Lieutenant is no longer the "MG tier" and Captain is the "Low-risk" tier.
We tried to do this with all vehicles (e.g., M20 nerf-buffs) but only the Luchs changes managed to survive scope (M15 did get slightly bit cheaper).
Given how broken JU87 skillplanes are, I think you are playing with your luck if you don't have an AAHT out by the lategame.
Though, again, this is something that will have to be determined by 1v1 limitations alone. 4v4 will have to deal with the outcome of this. As long as the late-game is remotely balanced, there is always something to keep players in the match, and that's what matters the most.
You might want to give usf some early at options do deal with kubel spam. You can easily bully usf off of fuel points with 2 kubels in maps like steppes. This strategy, when successful, has a snowballing effect for okw. If someone is brainlessly spamming one unit and beating you, something is wrong with counter play.
So you want to fix usf's late game? How to you propose you do that? |
WHat? Where I play it is so rare that anyone uses Ju87.
90% Jagd and Ele
Even Tiger is rare, Axis save only for those 2, sometime I see Pz4, more freq StuG
All mediums can escape from Ju87, Axis doesn't have cashes 80% of the time.
ehh I don't care THat was just some thoughts
Ah, you have to use ju-87. It is really broken.
It is best used when the enemy tries to dive your tanks. |
This thread is filled with mostly 4v4 Randoms with poor rank. Walking stuka?? Really?? Nerf the one good artillery unit the axis have, meanwhile there are moter pits, landmattress, calliopes, and katushas, on which you see nearly almost every game on all game modes..
It's well known that rocket artillery with a spread/multiple rockets and salvos is more damaging then an accurate hit or miss.
RIP panzerwerfer
No one should ask for stat nerfs.
The walking stuka needs to be pushed behind tier 3.
It will still be exactly the same but will no longer be killing anti tank guns, mgs, mortars at 8 minutes.
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I don't see the difference though, I get whacked as OKW when playing against Russians who rush to Katyusha and bomb my buildings just the same as I do when I need to try and stop sim city. Or when I play Brits I some times focus on getting Land Mattress asap if it's a small map in a 4v4 to deal with close knit OKW players.
Why are we singling out Stuka? Don't Stukas have shorter range and a less reliable barrage to make up for it's damage? (I am genuinely not sure). I have seen Stuka rockets land on Infantry section square on and do no damage, other times I have seen it look like it miss and squad wipe.
Because it comes out at a time where it is almost impossible to counter. And it is more effective than other rocket arty at similar ranges. If you get rid of the stukas, lieg spam becomes easier to deal with. Pak howies and 120's do not have to worry about getting wiped or forced to retreat by walking stukas. It comes to early. Everything else on it is fine. |