So I did 16 runs (8 runs against front armor and 8 against rear armor, please don't ask me why 8, not 10 ) with IL-2 Rocket Run and JU-87 AT Strafe against panthers.
So in average JU-87 performed 7% better against rear armor and 18% better against front armor comparatively to IL-2 rocket run. I have no idea on exact delay between the abilities, but IL-2 seem to appear 1 second sooner, while plane's speeds are the same. Prices are 125 munies (IL-2) vs 110 munies (JU-87).
Screenshot of results in total damage dealt vs stationary target aimed at the center of a panther and were performed with communitytest version of the game:
That's not too different from the standard B-4, nothing mobile is going to stick around for the second shot. In fact the first shot is much weaker now, so the B-4 has become weaker against tanks and infantry, but potentially stronger against bunkers and buildings.
that is why I explicitly mentioned base shelling, where stationary targets are OK, like healing squads. In 1v1, you place you howitzer near base and easily can reach enemy base. It used to shoot 1 big shot and at that distance it was quite inaccurate, now you have 3 quite painful once with small delay and tight grouping.
If you could not target enemy base with it, this iteration of B4 might have been fine, imo. Although I think it looks quite a dumbed down now, easier to understand and operate, then it used to be.
B4 may come out as quite toxic by wiping squads chilling at the base. The spread is quite tight, the damage is substantial and the range is sufficient to target enemy base even if placed near your base. Not sure about that one
agreed, it's like deja vu with assault guards and m5 situation. Although greyhound is still nice vehicle to have as a call-in. Kind of a bummer that you have to overpay for paras in this doctrine, if you don't need a pack howie.
so to sum up; if you look at OHKs of full-health models or damage against units with DR then, yes, the AoE changes made the Comet quite a bit worse. but in all other cases i'd argue the changes are barely noticeable.
If I understood you right, this is about a squad out of cover. But what if squad is clumped up in yellow cover and you just want to attack ground it, or you are rotating around squad in green cover and then shooting at it, so shells won't overshoot and just hit against green cover? There are a lot of instances where infantry can be clumped up and good OHK can be pretty useful, the question is how much it is the case thought?
I have no idea what all this about, if you don't play 1v1 all that much, with completely lack of 1v1 USF games. Camoed zooks are not that scary in 2v2.
the more important nerf imo was the 'bug fix' of the AoE near damage, which was reduced to 120 as previously intended. however, this also has little impact in 90% of all cases and basically only reduced the damage and chance to kill vs units in green cover (OHK chance essentially went down to zero).
Didn't it reduced 80dmg radius by around 15%? This is similar 80dmg distance difference of old comet vs any medium tank like t34-76 or P4.
Yeah, the mechanized might have been nerfed into oblivion. If you individually pick any nerf they seem logical, but in accumulation they are too much for the doctrine.