their mp40s arent pio or assgren mp40s lmao, they have their own unique profile. hell, they could make a whole new mp40 profile that is the exact same as their stg profile and people would still think its a nerf.
We could call them elite mp40s! That way anyone that argues they're no longer elite would even be objectively wrong. |
Only the UC WASP flamer range was nerfed IIRC.
Gren panzerfaust range is 18. With the bulletin its ~19 (19.26).
Volks panzerfaust, conscript AT nade, AT section HEAT nade, and riflemen AT nade have 15 range (iirc, very confident in this). None of these snares have any bulletins that increase their range, as the conscript AT nade bulletin only applies to the Tank Hunter mini at nades (again, iirc).
AT sections HEAT nade used to have 20 range before it was nerfed.
As for personal opinions, this "issue" isn't unique to the UC. Every light tank and below (besides the valentine) gets snared with a single faust. Sure, a lot of these vehicles can't be finished off with rifle fire afterwards, but I'd imagine thats part of why you're paying 60-70 more fuel from them than you do for the UC. Food for thought: the UC, without any upgrades, has roughly the same DPS as the m20, m3, and wc51 at 20 range (the minimum range you want to be keeping any of these vehicles at when there are fausts involved). Beyond this range, the UC scales up to 3-4 times the DPS of these other vehicles.
Honestly, consider it a high skill cap vehicle if you need to. If you don't play well enough to keep it from fausts, then it's going to die in the first engagement, having done nothing. If you do play well enough to keep it from fausts, it'll be borderline oppressive in the early game. Of course, this depend on map and faction matchup which is fine to an extent. |
Is the assault groups prices going to stay the same? Cause imo now this is going to be a very good value
They're planned to, yes. |
and if you're this kebab^^ The sniper will just hit you on retreat wiping all your shit anyways.
Relic gives me free incendiary shot at vet 0 for no munition cost |
I really don't want to step into this, but I'll give a few facts to help those who already did.
Sight range for nearly all units in the game is 35 (common knowledge and also verifiable in the source provided).
Volks' panzerfaust range is 15 (slightly less common knowledge, don't have a source to provide, but anyone who knows what they're talking about would assure you that's correct) and deals 100 damage (common knowledge).
UC health is 240.
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
edit: When considering whether or not the UC has enough room to work with (that spot in between ranges 15-35), keep note of the fact that the UC has higher damage output the further away it is. Getting closer is strictly worse than shooting from max range.
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...all I can think is you lot don't play 1v1...
Yup, I have no 1v1 experience at all |
even if you could carry 5 of them...
...I'll ask Relic and see what can be done... |
I get that he could have worded the last paragraph more nicely, but you seem to be missing/ignoring the point. His first few paragraphs are all relevant advice.
As for KTs, I would say that countering them is extremely simple. Not necessarily easy, but simple and straightforward. As shadowlink said, you get a tank destroyer or two, and thats usually enough. You say its easy if they have no other army, but thats the point. No OKW player should be able to pull out a KT in a serious game without severely falling behind as (and usually losing before) they get the tech and the resources. So usually when the opponent gets a KT, either he had to float so many resources for so long that he shouldnt have an army alive to support it, or he outskills you and can play an even map with you while floating a ton. In the latter situation, theres not much you can do. In the former, the aforementioned tank destroyers should be more or less enough. |
Not sure about the source but it's legit.
And so it is... that honestly ruins basically everything I said about the durability comparison.
For 16 damage rifles, thats an extra 20% durability, so then they're shock levels of durability per man... |
Rangers get .8 RA and (bizarrely) .9 received damage.
Source on the .9 received damage?
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