patchnotes:
We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Interesting. Rather a strange case of inconsistency. |
Honestly I think the main reason the SU-76 isnt used more is that Soviets "need" to get a T-70 (Due to it being a "necessary" spike, and how overtuned the T-70 is). Their strange balance generally precludes getting a 76, or really most other vehicles (other than the Scout car occasionally) before the t-70, and after that point you're often better served going for heavier gear.
The 76 has decent pen, accuracy, and DPS, and good range, and a very strong ability, especially considering its cost. It just doesn't really fit into a build. |
we both know it means nothing, quality over quantity.
i got an issue with my playercard but not long ago i was top 30 in 1vs1 for soviet and OST so i know just as you what i am talking about. You can't just compare a unit vs another like nothing else matters : ease of use is important, cost, unlock and upgrade rate, combination with other units.
Riflemen might be a bit better than grenadiers but overall riflemen take longer to upgrade, their rifle are more efficient at midle/close range when grenadiers from the very begining are already better at long range, grenadiers are easier to use (press Q and click), and they always have mg42 and mortar to support them.
Riflemen on the other hand are slightly better at middle range but often lack support weapon like machinegun and mortar, take more damage when closing the distance and its upgrade are more expensive.
There's usually a plethora of cover that can be used to bound towards Axis units, and most maps have a decent number of sight blockers to allow infantry to close in. USF also have plentiful access to smokes, and "real" grenades on their mainlines that help them in assaults.
I'd argue that Riflemen are far "Better" infantry than Grenadiers, it's the support infrastructure that helps Grenadiers compete. USF do have access to a tier 0 Mortar for a reason, however. Their upgrade costs more than the MG42 because its far more flexible, and in most cases double-bar rifles are simply superior to Grens.
Grens certainly aren't "Bad", but saying they're on-par with Rifles is not really my opinion. |
Generally no, think only Luch does negate cover bellow range 10 but that has more accuracy based damage and less AOE damage.
I wouldn't think only the Luchs is coded to ignore cover. Where have you read that?
Regardless of it being "Accuracy or AOE based", negating cover also includes the 50% damage reduction from Green, I don't think it's really THAT meaningful a distinction here. Even if the Luchs misses it's still perfectly able to damage units. It does have AOE damage, even if the AOE isn't that large. |
I am not debating weather they should or should not share a CD, I am simply point out that Ober and Fall do not use smoke grenades and thus the argument is mute.
It's still a smoke grenade, it just has some slightly different properties. The damage is both a benefit and a negative, it means you can use it as a weapon, but you can't assault through it, nor drop it at your feet to assist in capturing a point. I think it also prevents vehicles from using their weaponry.
But it still blocks sight, so it's still a smoke. Saying that it isn't is a bit of a semantic argument. It's the Sight-blocking property that makes it a "Smoke Grenade", not the fact you can assault through it, nor the fact it's specifically named "Smoke Grenade". |
I would assume tanks are also subject to the "Within 10 range to negate cover advantages" as well. If this is the case, if the tank is close enough to the cover, even if the Infantry are "behind" it, they'll still take full damage. |
My understanding is that Bugsplats are caused by some sort of memory leak issue. I'd imagine, in this case, that allowing more memory to be addressed would just delay Splats, rather than preventing them.
Maybe more has been done with the 64 bit update "under the hood", however. |
Does anyone ever use the captain's 'supervise building' ability?
I've seen people use it, it's nice to be able to get certain units out more quickly. The issue is really that it needs the Captain in base, and given that he's an effective combat squad, this only really happens after he retreats. It's kind of a meme ability.
Nope, we should make them share it for standarization purposes.
Same thing with flame nades and infiltration nades.
Ober and Fall do not have have smoke grenade they have "wp" type grenades similar to assault IS that damage and slow units in them so they can not be used to advance through smoke.
I mean, both the Bundle and Warcrime grenade are offensive grenades. I'd say they should indeed have shared cooldowns. Regular smokes/grenades should as well, though. Any throwable should share cooldowns (Except for Snares, and perhaps speciality abilities like Satchels, if any unit were to have both a Satchel and a Grenade. Uncertain on the latter.)
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Somewhat unrelated, but Building cover is slightly worse than Green Cover, in exchange for it's inability to be flanked/negated. It's somewhere in the realm of units having a 45% reduction in RA, rather than 50%.
Building cover has its own idiosyncrasies when it comes to damage calculations though. I'm afraid I don't have the precise figures here, but Tank Shells, Mortars, Grenades, and Flamers have special multipliers for building users, as far as i know. The way damage to models is calculated is a little different, too. |
Overnerfed (due to ambulance cheese) and badly implemented at the end of the day.
From an older post:
If possible i would start by making all wrecks start at 100% HP.
Really, there's no logical reason for Wrecks to not start at full health. "Health" is relative, if they're starting at "half" health, that may as well just be their max health. The remainder of the health bar is just meaningless, as they can never be healed.
Given how easily they can be cleared away it would be nice to make them more durable in general. |