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The new stuka napalm changes is too powerful in team games. One non-doctrine locked OKW player with a stuka is able to lock out all UKF players from building emplacements once it reaches vet 1 with no counter-play is available.
leigs melt pretty quick when katy's and other shit start firing on them too. Emplacements shouldn't be able to brace their way out of everything.
I disagree, the reason the panther was used was sheer survivability. You could lose a StuG III twice before you'd lose a Panther in the same situation (70% more health and 90% more armor plus turbo switch). People used the Panther because it could either be sat on the frontlines or used to bullrush the enemy with little fear of it being easily destroyed. Consistency certainly isn't the main concern because the Panther's inability to hit targets consistently was long considered it's main detractor alongside cost, until the recent patch buffed it.
Then how about increasing it's damage only slightly, to a number that would give a little extra punch vs vehicles like puma/luchs. I say 200. Then the rof wouldn't need a change for the most part, tank would work the same against regular mediums. The price and pop could be slightly increased accordingly to make even it out.
The IS-2 would stand out from the 160 rule, but not so much that it would greatly affect the game. There would be no need to make it more RNG based.
Current IS-2 rate of fire combined with small damage per shot make the tank laughtable. That's my biggest concern
More damage and consequently splash vs smaller squads sounds like a disaster. Decreasing shots to kill a panther and stug would also be a nightmare.