However, the similar ability of Rifle Company works this way now.
Pls use sense before spitting words. USF would be awfully OP if they had such arty flares, you are trying to justify nonsense with more nonsense.
Keep on point, arty flares give vision too far inside enemy lines, make it select only borderline sectors and shoot flares all around it, that way you achieve both, what you wanted to point out and give people using it something useful. |
This topic has been discussed so many times its so boring to see it again.
Just use attack ground and snares. Not that hard to handle OP. Bad plays are still punished, smoke only gives extra seconds to it. You just need to push it a little further |
USF has good infantry, thats why their grenades are expensive. You can't compare to OST/OKM since those factions balance in their own way that "free" grenade, for example OKM needs their first SWS (200Mp 15F IIRC)
Smoke bombs are really useful and even more when the infrantry has them, otherwise you'll need a mortar to provide cover and cap/flank.
The problem may reside in the faction style of USF that feels odd.
Maybe a solution would be to "link" grenades to Lt, and raise its cost a bit? That way you get "free grenades" and a free squad. |
I keep misreading this thread title as:
Insta kill memes
|
IMO you shoulnt be able to build more than 1, and buff B4 significantly, to make it useful for all skill players and give it some prupose rather than a "meh" arty |
They should delete the Ally USF faction and add them as a 3rd Axis Faction.
THEN they could get all these toys.
But alliebabies would cry because they wanted to have the best toys. Its a pride thing isnt it?
Jokes aside, do you imagine the repercusions of putting USF as an axis faction? That would be madness! |
What would happen, if the cooldown gets doubled, the effects of 0KH gets toned down a bit and the shot always hit dead center, with complete precision. Would that be fair? or instead of cooldown, with every shot, smoke shells land first and then B4 fires. That way you dont get "surprise mothaf**" instawipe death rage. haha just kidding. but a way to prevent (if posible) to get hit by the B4. It would be like a free call-in with the best accuracy, like a stuka dive bomb |
1) Slightly reduce scatter
2) Make OHK radius smaller
3) Make non-OHK radius bigger
4) Add special effect like stun (personally I hate stun effects) or suppression. Give B-4 user at least something to make up for when it misses, but shell lands kinda near intended target.
/fixed
+1 but the 0HK radius should stay the same. If B4 are no serious threat, how can you make up their cost. The stun effect was particulary great idea. |
Centaur was hit with pretty heavy nerfs.
...
"There is a reason why its no longer abused..."
Fixed it.
Or just increase the chances to kill planes to basically 100%. Due to cost and performance, all main AA platforms should provide a no-no zone for planes. That been the case, i would go as further as making all mounted MG weaker in the AA department or directly removing it and just buffing the alternatives. No one upgrades the MG of a tank thinking they want better AA.
We should have Tier 1 AA which basically instakill planes and Tier 2 AA which will eventually kill planes (mostly against loiter) and have a reduced range.
T1: Bofor/Centaur, OKW commander defense emplacement/Flak HT, USF AAHT, M5 Quad and Ostwind.
T2: all non upgraded HT, M3, 222, OKW Flak HQ, M20, any other unit i might miss.
I coulnt agree any more. +1 |
Nice "solutions", aside bitching and whining... |