I have updated the original post to show what happens when you group 2-of-the-same-TD to hit the same target.
As you can see, slower-hitting targets benefit more than faster-hitting targets when you group them.
- You can read the Command Panther x2 example as 1 Panther and 1 Command panther hitting the marked target at the same time.
- 4x Tulips hitting the same target is lulworthy
Edit: I just noticed that the exported data also contains the KV2. The data does not account for any bonuses KV2 receives when docked (which I haven't checked yet)
Personally, I think that the new firefly is waaaaayyy stronger with the new Tulips. In team-games, the stunning tulips make fielding expensive vehicles a joke, really. With the reload speed bonus, it's a straight buff, really.
Not to mention Firefly with command tank (uc) aura is complete bonker, 2 of them can smash Ele from the front with Tulips. |
I don't think it needs more attack range at 45. Anymore and it might be too hard to strike. View, maybe, but the point of the flak track is to be a supportive defense unit that can harm infantry and light vehicles while now being durable enough to back away or do its job. Maybe a toggle would be better, but it's almost always going to be in a defense mode if it's left where it is.
I also wish we could add sandbags for visual FX, but it will not come as the 251 has no sandbag animator state so we're stuck with a floating shield.
Maybe gives it a ring of dirt around to show it has digged in? Like the troops has built a large hole for it to lower in because I'm allergic to MOBA-style unit status icon. Also can you change its projectile so that it no longer clips on dirt? Maybe dig in gives it increased view range and at higher vet give it camo when unpacked? It would certainly fit OKW theme, AAHT doesn't really need more dmg and more range would make it too OP so more utilities would be welcomed. |
My conclusions from this would be:
- The Firefly probably doesn't need its Tulips that much anymore
- We all knew that the Stug had insane DPS, and TWP on top of that. But holy batman, look at that!
- It might be a good idea to replace that Vet2 defensive veterancy on the Panther with some offensive veterancy.
-Firefly ain't need the Tulips for dmg but rather the stun because it's slow as fuck and UKF got no decent snares.
-Stug is good yeah, people has said it for ages so now Axis fanboy can tone it down about no decent counter to Allied tank horde. I only need its targeting to be fixed so the MG still shoot inf even if the main gun is set to only shoot tanks.
-Panther got bad DPS because usually it fights cardboard tank like Sherman or Cromwell, T-34/85 might give it troubles but it's not like Panther is easy to kill. I think we should keep it as it is maybe give OH version more accuracy because its moving acc is pure crap, especially if you fight from max range. Also Panther is the only Axis tank that can do some crazy dive to kill Callie/Kathy in the back so give it more DPS would lead to a slaughter. No body would build a Panther against IS-2 anyway.
Also is Command Panther any better than normal Panther at killing tanks, factoring in Mark Target, how much would it be? |
The whole Nazis ideology is bonking in the head since the beginning so even if Hitler contended to stay in Germany, all the infighting will grind the nation to the ground. |
The reason emplacements make UKF revolve around them once built is that they are immobile, all-or-nothing investments. Thus, emplacements require brace to be viable, and brace gives everyone cancer.
A different way to fix this is:
- (brits get a mobile mortar) Turn mortar pit into a garrisonable pit that gives a buff to barrage, or whatever
- remove brace from bofors (it won't require brace with a mobile mortar pit)
- make 17-pdr a clone of pak43.
The 17 pdr is useless because it's the only AT gun that can be sniped by other AT guns or tanks from a distance; and also that popcap.
Don't worry bro, USF needs 2 year to get a mortar and its broken as fuck, we just need to wait till 2018 and then UKF will be patched. |
The third slot could be a supply upgrade like the old vCOH upgrade, cost maybe 200mp, 80fuel: reduce upkeep drain by 10%, than you can have supply level 2 at the same cost for another 10%. That way SU can stay competitive into really late game.
Also I think T4 should include a weapon rack upgrade that gives PTRS and PPsh, it's not like those 2 weapons are overly OP. |
Give PG sprint with exhaustion like Rifleman, give Gren ability to build trench/sandbag at vet1. For Pioneer/CE, remove flamethrower explosion at vet1 or increase sweeping range + resistance to explosion. |
Can confirm - it sucks.
Death loops, piss poor accuracy, long target acquisition - all things critical for an AT gun.
I don't give a damn if it can cloak and retreat - it's job is AT and when your basic AT gun can't perform right, you have a big problem countering basic medium tanks. Between the shit raketen and the shit MG 34 - OKW are a severely limited faction.
I'll take shit MG-34 over .50cal any day.
Raketen non vet and raketen vet 1 are 2 completely different units, the problem is keeping shitketen alive till vet1. |
Agree on that one. Giving Grens a 5th guy might not be the baddest idea, but PGrens are fine with 4 men
Yeah better gives Pioneer 5th man, same with CE, vanilla factions repair slow as fuck compared to WFA and UKF. |
Ironically, the Artillerieoffizier is the worst out of all officer units. After the buff, even the Major has more purpose (on top of being free, instead of costing as much as a whole frontline infantry unit).
Dude is the worst because of the meta and he's generally not in very good commanders, also the officer model used to be super durable so he can run up and call arty (his arty got increased range when respond to his mark so mortar spam can be a thing when fighting old maxim spam) or just be a very durable scout unit (Super durable model + old WM vet reduced received dmg means the guy is practically unkillable).
Also I would prefer Relic to remove the BS aura of Sturm Officer altogether and gives him actual vet that improve his ability like increase cast range or reduce muni cost. |