You forget that there's already a lot of people in game. 1v1 will have the least players searching because it's the easiest to get a game going. Thus the constantly low numbers, even though there could be a lot of 1v1s being played at that time.
I recall hearing that they hit their target sales, so I bet it's going pretty good. |
50 minutes long, featuring multiple su85s, isu 152s, multiple panthers, tigers, elefants, and interesting tank maneuvers. All in one epic clash to take control of Rzhev under the harsh conditions of general winter.
I hope you find this entertaining! |
I'd be perfectly happy if they changed flame damage vs retreating units alone. It's a good start, and it might be enough. |
On another note, the KV8's range seems fairly big too. Coupled with its damage, squads that retreat after the first burst have barely a chance of survival.
I also think its damage should be lowered. Being able to rout an entire army of infantry, or risk losing them all to one unit seems over the top.
Sure, tanks can counter it, but Soviets most likely have counters to your tanks up as well, and infantry to back them up. Your infantry is either dead or running, leaving your tanks alone and vulnerable. |
Display Steam name: Alt`
Steam username: GuiltyGoblin
Region: Europe
Preferred start time for the group stage (day 1, Friday 28 June): 13:00 GMT |
I find that the flamethrower halftrack takes longer to kill squads. You can actually get an AT nade off on it, and retreating squads don't instantly die either. The KV8 kills you before you can faust, or any of your tanks could scratch it. |
What's everyone's experience with the KV8's flamethrower?
I find its ability to guarantee a kill on any squad of infantry that's close enough to fire off a faust a bit over the top. It managed to kill my entire vet army in under half a minute.
The moment the first burst hit, over half the squad just went up in flames. Even units retreating at full health just drop dead from one or two bursts from it.
I think this thing needs to get looked at. |
@PingPing, you do realize it was THQ who influenced any DLC plans? Sega joined them right at the end, when the beta started and release was near. You've got that wrong.
I agree with all of Tommy's points, these are changes I would welcome with open arms. |
The only visibility problems I have are with mines and garrisoned units that are low on health. The icon blocks the bar near the low health end, and I have no idea just how close to death they are with that. |