The lack of self-spotting is absolutely critical to not allow for an overwhelming pressure a single large AT gun to be put in.
If you want to argue for some flare ability or some timed thing, sure go for it, but the idea that we should set their view range to = their current attack range is absolutely a no-go. |
Obviously he means other people would complain.
No matter what happens, no matter what gets buffed or nerfed or changed or added or cut, people will complain. If not you, then someone else.
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I have no problem with either of them automatically rotating to shoot a tank within sight if a-moved the way a normal AT Gun works. It'd probably be better if that wasn't the case, but there are bigger issues in the game to spend time on.
I dislike that there's an obvious discrepancy in how one can be repaired and the other can't, decrew/recrewing, and ofc the shot-blocker situation.
Making them similar is the obvious fix to me but I understand that the current state of fixing the game is stuck operating in whatever limits. |
I'm ok with these units since they require some amount of micro from the player using them. That's why they're more fair/engaging than the Bofors or CoH1 88mm.
I would actually like to see them able to be moved slowly, maybe via truck/halftrack. That would give the player even more to control, and make hunting them down more interesting than hitting a delete button on them at your leisure.
The "dismantle for refund" ability is kind of the same idea, but lets you get rid of them once they've done their job, which is nice. That was probably the right way to handle the issue this late in the game's life.
RE: Micro -- I actually disagree. While I suppose you have to aim the gun in the right direction for the 17 pounder, the Pak43 has an, I assume unintended, feature that basically let's you auto-aim it (albeit as a reaction).
@shadowlink I think 40% is too low but I agree that 80% is too high; say 67% AKA 2/3rd?
Reason why I think it should be _somewhat_ high is because of how susceptible they are to fire DOTs that are lobbed when brace is midway through or on cooldown, and most factions have access to some kind of incendiary attack either doctrinaly or non-doctrinaly. |
If you're willing to push aside the sarcasm in the many posts, there is real suggestions that are helpful.
Keep in mind that the churchill is extremely slow, so you don't need to _kill_ it per se so much as you need to knock it out of the fight.
Snare the churchill and focus down the jackson -- they are a bigger source of DPS and they're easier to kill. If you focus the churchill you are playing into it's hand. It's a tank in both the literal and metaphorical sense -- it's meant to soak up damage. Don't play into that, instead disable it and move on to the weaker units.
Also keep in mind that the jackson cannot really do much to infantry, so if possible have a shrek/at-gun around to support for the jackson specifically.
If you find the jacksons are TOO good at kiting you then... well that's partially a skill gap issue but it also means you are taking the bad engagement and being baited into fighting on your opponents' terms. Find a way to 1) close the gap (smoke; flank; etc.) or 2) force them to fight on your terms -- especially if the USF player breaks past the UKF player.
Remember they have to coordinate to get effective results and using that against them is also a tool. |
In general, I think they're fine right now. There are differences between the two but they're both pretty usable, and both great for punishing YOLO charges.
One possible change would be to make them self-spotting at max range. It seems really strange to have a game engine that requires a spotter for a direct fire weapon. I'd also make their range equal to any of the direct fire weapons that shoot at them.
Both of them should be able to be decrewed by attacking them with infantry. They should be highly vulnerable to infantry, grenades, or HE rounds and not easily damaged by AP rounds.
They absolutely should not be self-spotting, that would give you an incredible map-hack ability that would put the old t-70 at vet-3 to shame.
I think they're fine to frustrating, particularly due to the "can shoot through obstacles" issue.
I'd rather see the pak43 be turned into an actual emplacement and no longer be able to shoot through obstacles, with a timed ability like the 17 pounder. |
Hand-brake function for vehicles, all vehicles, would be pretty cool.
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Does someone know the player "CPU - NonStandard"?
He always instantly leaves after typing "my team weak gg" in chat
- if he doesnt like your build order
- if you dont follow his commands ("we all rush to fuel, nobody goes to ammo or VP point!") or dont follow his ping spam
- if you dont go t1 as soviets
- if he loses a squad early
- if you dont control all 3 VPs 5 minutes into the match or
- if he gets rekt (which happens a lot )
LOL was gonna post a story about him. Had him 3 times and have experienced that in multiple incarnations. |
If the automatic counterbarrage ability is buffed (which, IMO, it shouldn't be), please make sure it only applies to mortars and not LEFHs.
Don't know why anyone is in favor of buffing an automatic thing but oh well. |
Sure, but it also working on Pios isn't why the Ost Vet upgrade doesn't have so many bonuses.
Isn't it? If the veteran squad leader upgrade was only available to grenadiers, I imagine it would actually be a lot stronger because it'd have to justify taking up a commander slot and being worth it.
Now, that isn't to say I disagree with your voicing a concern of it being too much, but if we're talking about commander abilities I think it's important to look at the whole benefit of the commander ability and not just a portion of it. |