Having also just tested it at no point was I able to recreate a situation where the m1 shot 2.5 seconds earlier than the Rak. Nothing even close to that
I see it quite often, I'll make a video next time I see it and present it to the community. I was close to tilting enough to make it last time I saw it, so next time I'll make it. |
Having just tested this, they both take about 3 seconds to shoot.
I've seen live action M1 immediately set up and fire at a vehicle at the very edge of its cone. If it's not 100% of the time then it's a bug or something, but it definitely happens and I've lost LVs to it.
This isn't what you said before, you said in ANY situation:
Yes well I clarified now. |
You are welcome to your opinion about it being abhorrent, but it does not take 3 seconds to fire
You set up the raketen, a vehicle is at the edge of the cone. The raketen from completion of the set up bar to actually taking the shot will take about 3 seconds. In the same situation the USF M1 ATG will take about 0.5secs. If you don't believe me go test it. |
So what about with upcoming patch post-armor nerf IS-2 vs JP and FF vs KT?
KT is the only unit in the game that moves like a snail and takes a celestial orbit around the earth to rotate its retarded gun around. Comparing it to the relatively mobile IS2 is not fair.
Also lmao at the JP4 HEAT rounds, shite commander, big cost and you counter them by backing off. It's not like the JP4 can chase effectively. |
Soviets are just as heavy muni faction
No grenades kind of mitigates that, though you are heavily encourage to lay down way more mines and there are some pretty heavy munitions sink abilities in commanders.
I'd say Soviets are less muni heavy if you're lazy with mines and just as muni heavy if you plant enough mines. |
I feel that OKW can field too many infantry units early game. If their AT costs a bit more it should be better for the gameplay and make it more even. I want the OKW player to if they risk more infantry squads or an AT gun.
Dude stop. My eyes hurt.
You also said it's abhorrent and it takes 3 seconds to fire. Neither of those things are true imo, idk where you are getting 3 seconds from
Yeah that's my experience with it. Disagree all you want, I ain't changing it. The unit sucks a$$ IN MY HUMBLE HONEST OPINION! |
Thread: T7028 Mar 2020, 16:50 PM
At some point, after multiple nerfs, a unit becomes L2P problem.
wtf every single top 100 player thinks this unit is broken OP, what L2P problem???
- as Ost, 2x 222 is enough to stop a t70 from harassing you
That's not a good idea in 1v1. 444 is a massive investment and very hard to micro and get value out of it.
Ost doesn't really have mid game counterplay because the T70 is too mobile to die to a pak40 or shreks, so a lucky teller is your only hope. It's gonna get easier once Mobile Defense returns at least.
Agree on your other points though, they help a lot. |
Shouldn't it be?
Don't turn the argument towards whether it should be the worst, I just said it IS the worst. |
Looking back at this, I feel the upgrade should really reduce acceleration moreso than speed. Keeping the same acceleration means it can get away from AT guns and tanks just as fast as a normal Sherman if starting from 0 speed, the lower speed only becomes a problem when getting chased.
Acceleration is the same reason why the 222 feels so much harder to catch than the 250, while both have the same speed.
Yup, just scale back acceleration a bit and it’s fine, no further change needed. |
Don't you think that the fact is has 5 men crew and can retreat and can camo needs to be reflected in the price?
I think the lack of gunshield, horrific traverse speed, 3 secs minimum to fire after setting up, lack of reverse key (meaning retreating clumps you up for a moment making you vulnerable to grenades when other ATGs just reverse quickly) and bad reload time make it the worst AT gun.
Shame we never got the Panzerjager commander with the Pak40 for OKW... |