Elefant JT ISU all reduce range to 60.
Firefly, su85, jackson, JP, su76 all reduce range to 55.
Atg all reduce to 55. Rak 50.
Iirc coh1 maps were generally larger and more manuverable. Too much range in tanks enable passive camping of sort. Put 2 together, imo coh2 felt less involving of flanking mechanics. We have now too deterministic and snipey encounters.
Big pak and 17pdr, im conflicted. They are static and limited, but keeping same 80 range will be too good? |
What would be the drawback of Stug's HEAT shell then?
Consider similar abilities, such as shell shock on the Stuart also half the damage and yet they're still used often enough (that ability does reduce reload significantly though).
Start simple and improve QoL of the ability by making it function the same as on the Stug E (point and click, no activation time, guaranteed penetration). Afterwards maybe reduce cost from 35 to 30 munitions, because old cost was meant for TWP (which even pak's only pay 30 munitions for now).
This would make it worth using situationally, without having to adjust damage (the only real drawback).
I don't think stuart is comparable to stug in their use and availability to faction. Besides i think stuart disable vehicle movement too, better than stug turret lock.
But i like your suggestions, with exception that the new twp deals 120 damage. 5s halt is too little use imo. And as posted above, stug already takes so long to load it |
Current teching situation:
T3 = 90 + 15 = 105 fuel
T4 = 90 + 25 + 25 = 140 fuel
T3 building into T4 = 90 + 15 + 25 + 25 = 155 fuel
New teching situation:
T3 = 105 + 0 = 105 fuel
T4 = 105 + 35 + 0 = 140 fuel
T3 building into T4 = 105 + 0 + 35 + 0 = 140 fuel (but of course more manpower cost for teching)
You already pay a pretty steep price premium for T4 units, so imo you shouldn't need to pay a huge tech cost on top of that. Consider the first Panther after constructing T3 costs 690 manpower and 235 fuel initially with no side benefits for the tech.
T4 is balanced in team games, but underpowered in 1v1. This would be a safe solution.
Yes yes i like this small idea. Do it Sanders! |
No mention of command panther? Lol the nerf bat hits hard.
Imo 1v1 good
Pershing, is2, kv tanks, Churchills, tigers. Pershing > tiger because of its speed and target size here. Ace has more survivability and in good docs, but very expensive, am split to put in 1v1 or below.. probably for low level player like me, i cant hold out until ace
Rest 2v2 and above is needed. Yes even panthers. Sorry its AI suck(but but pintle), too expensive to build an only AT unit which nondoc hard counters against it are aplenty now. Its a good unit in team game with carries.
Elefant and JT are also more situational, needs to be in laney maps since they get flank too easily. Isu, since it also deals AI, it is more useful to spend the resources even in non laney maps even in 2v2. |
All good ideas imo
Yes good discussion.
Imo we can try derbyhat suggestions on the ammo ability, but with 120 damage instead of just 80. I am conflicted about stug to get 60 range. While good, it could become too much camping as currently faced against 60TD.
Stug imo lacks pen and poor ability bonus. Fixed those and we be fine. Non turret AT should not face fast and cheap allies med, thus need the pen |
He also did the same for british command vehicle.
I love vet 3 fireflies with 4 seconds reload
I don't know such details but always in games i find Wehr losing out late games.lol sweet allies vet bonus |
Idk it disable main gun, and not disable engine, Med tanks can simply reverse the f out. It is not like Stug cant pen med tanks already.
The full 160 damage from twp should help against heavies, something Wehr sorely lack. Like even Panther can bounce allies heavies frontally from max range.. |
It is hard to say if the stugs could kill IS2 since luvnest had back out his IS2 to face its frontal armor. Its gun is still functional and within range
The rng will not favor stug low pen if continue to move in, imo thats why von back out his low health stugs. At least i would.
Now if it was SU85 vs Tiger, im sure we will all chase till the end.. |
Tbf his wafer did a good job and worth the investment.
He probably saw the 7 man squad coming. Ostwind could be good to keep up pressure, but the snares and Zis in this open map. And the danger of IS2 coming, he needed T4 up. He had to make a choice. His early lead probably tells him to make the wafer first, to further bleed mp, before IS2 comes. And hopefully Panther can be build asap.
But too bad, playing Wehr, the T4 is too cost inefficient, he had to back build stugs.
I also thought he could get a pak instead of his last stug. But remember the IS2 is mobile and heavily armor, pak may not even save him. |
Do elaborate how a 185 fuel vehicle is expensive compared to a 230 fuel vehicle.
Sorry i mean compare to calling out a SU85. As seen Von had to go panic stug to hold and it snow balls.
Wow the game3 between Jove and Devm...panther bouncing pershing at max range and even med range retreating.
And that bazooka, that crazy range and rng penning panther from front. While shrek is good, i say the zooks are pretty good as weell, another unit under played vs shrek, that i see often.
And also the usf mortar. I like so many people under played it. But boy, it did well for Jove usf... |