as UKF with the new doctrine, the loss of a m5 halftrack triggered (only once so far) a voiceline according to which i lost a crocodile churchill
That happens with most British call-in units as well as the 17pdr. No idea why but it's been in the game for a while now
It's because you had a few models reinforcing with hold fire on. Those models that weren't in the squad yet will ignore the hold fire command, so you just have to make sure to put hold fire on after your commandos are back up to five men.
IDK if anyone has already brought this up but tiger ace seems to have a bug with prioritize vehicles where it will still attack infantry even with it on. Might be related to spearhead or whatever the ability it gets is (not blitz, I'm talking about the one that locks turret rotation to 90 degrees and stuff).
Sections seem to still not get very much vet from using WP nades compared to molotovs, volks' nades, and usf flamenades.
That makes sooooo much sense, I can't believe I never worked that out, cheers.
Also don't the phosphorous nades deal less damage? Also I don't think they're lethal like incendiaries which could be why (most WP isn't lethal), I don't know though, I've been using them as smoke grenades to throw gammon bombs anyway as none of the nades share cooldowns. The CQC tommies vet up so fast anyway as they basically turn everything in front of them into Pâté. |
Yeah, because obviously if they had spammed Pz4s they wouldn't have won that game at that point.
The tigers cost 230-250 fuel dude, and tier 4 is only 25 fuel. So we'd have 3 panzer 4s (instead of 3 tigers) at the same point, but instead we had 3 tigers. We wouldn't have any more panzer 4s at the 12 minute, true we'd nearly be able to afford a second but you can't afford any more. And you have to factor in build time, which the tiger doesn't have.
True we'd probably have won the game anyway. But the tiger is more effective against all targets and less easy to deal with, has more armour, requires more snares. In a game I played before as UKF I rushed for an achilles, which could have happily fought off 2 panzer 4s when backed up. This is not the case when fighting a tiger. |
In case you guys needed any more evidence as to why the 12 minute 0CP tiger is not OK...
16 minute base rush.
And to people saying it's not a problem because at that point the game is over already, you are the reason that people quit games after 5 minutes because they lost a squad.
I'd prefer to encourage people to play on despite losing both fuels in hope of a comeback, something that isn't that rare, but will be when they can just bum rush your base with 3 tigers just because you lost both fuel points for 4 minutes. |
Commandos will still sometimes attack enemy infantry whilst on hold fire and camouflaged giving away their position.
I think this may have been happening for a few patches though. |
<moving from bug thread>
Photographic Evidence of me being salty. Colourised, circa- 1945:
12 minutes... The thing came out the same god damn time as my achilles. Please can the tiger go up to 12 CP like every other heavy in the game. I understand it's similar to the KT rush strat but an early KT is a lot less dangerous due to the timing. An early KT at best is looking at a closer to 20 minute KT, If you get double fuel, you can roll out a tiger 1 in the 10th minute with absolutely no competition. |
I can't use any Pioneer OKW abilities some times, I click in the unit, I move the unit but nothing appears in the unit habiliy,then I click again and everything appears.
I have also found this as OKW and also as UKF too. I have to click a unit of a different type and then click back again in order to fix it.
Also yes, British infantry can no longer build trenches. I think this may be a bug, but if not I suggest either making sappers able to build them instead to prevent trench rushing points or locking it behind anvil specialisation if it really is deemed to powerful. Part of british infantry's utility is that they fight better when in heavy cover and garrisoned. By limiting them to only sandbags is essentially a nerf to british on certain maps but only on certain maps. Which seems a little silly. |
You just misunderstood my point.
I asked to remove the commander looking with his binoculares, as the unit got a normal sight now. It can get regular pintle mounted MG42 now instead of this iconic commander.
Ah woops my bad, sorry I read that as "command tiger ace" rather than "commander of the tiger ace". Maybe I need some sleep. XD
Yah a pintle mount would be ok |
Why dont you try it in cheatmod before you try claim otherwise?
Do you need a picture?
Ok, sure. Here it is. I could replicate this damage or similar around half the time, maybe just under, landing 4 out of 6 rockets.. Perhaps "Outright destroy" was marginally incorrect, although it is possible, but that wasn't my point anyway. My point is the Stuka zu Fuss is a direct and HARD counter to a 17 pdr emplacement because someone said otherwise.
LeiG and stukas are MEANT to counter simcity...
I know, that's my point. THEY are meant to counter it and they do.
Unless you're trying to say one LeiG or stuka should be a hard counter to 2 mortar pits, 2 bofors and a 17 pdr by itself then no that's not correct. The differing investment is not even close to proportional. But LeiGs, stukas and LefHs will break a sim city easy, as they should.
I said that OKW have plenty of counters to it in their roster so the Jagdtiger shouldn't and isn't meant to, even stock, there's even more in doctrines. I don't understand what you're trying to say? You're not saying anything to the contrary. We're agreeing as far as I can see. |
Late response I know, but usf instant double mortar is a safe bet for dealing with MGs, get your rifleman, unless you are using a doctrine with rechelon flamers in which case get a second rechelon squad for double flamers and get 2 mortars, perhaps back up the mortars with an early fighting position so you can't be pushed and just shell them out, you having your own mortars will negate the mortar part of the MGs + mortars AIDS.
Alternatively use the mortars to fire smoke to smoke them off and tech grenades (of attack ground with the flamers through the smoke) and that should send them packing. You probably also want to rush for a .50 cal to shut down their infantry too.
If you really want to spam rifles early you can do that too but get a mortar to smoke of the mg and rush it. |
With a circular strafe it would probably become the best rocket artillery in the game (if it isn't already) because of it's Wipe potential. Against buildings, the LeiG is the best mortar against structures in the game anyway so I really don't think OKW need it. Against garrisons they also have flame nades and anything in Fuersturm doctrine as well.
If the Stuka was going to get a circular radius for consistency's sake, it'd have to get it's AoE nerfed otherwise it would straight up kill everything in the radius. So it depends what OKW players want really. It could be done, but it might not actually be what people would prefer.
You can't fairly give it both strafes and I would prefer the straight strafe personally as it's lethal for annihilating units, even if they retreat, and crapping on team weapon spam which tends to be in a line. OKW can really struggle against a lot of early-mid game suppression right now but I don't think it's because garrisoning is an issue so a small buff to it's anti garrison abilty at the expense of it being worse at dealing with the thing OKW suffer against, whilst making it potentially more powerful would probably make it less useful to the faction.
Edit: To clarify what I mean by saying it's would be a more powerful unit but less useful. The Comet is a very powerful unit against nearly everything in the game but it is not used often due to allied tank destroyer meta favouring the firefly. In the same way, the stuka would become powerful at wiping blobs which OKW don't need, but weaker at countering multiple team weapon setups which OKW do need a counter to. Thus essentially weakening the faction. |