There is a new bug where if a grenade is ordered to be thrown on any target within grenade range it would force the unit to stop before throwing the grenade.
Prior to the last patch (sep 9/10) it was possible to order throw a grenade on the move. The way to do it is to order your unit to move past the target unit and as soon as that unit is in grenade range order a grenade to be thrown at it. Your unit will not stop and only 1 solider would trail behind the rest of the squad to throw the grenade and then continue on.
Now grenades on the move are not possible and ordering a grenade is like ordering your unit to stop. Note the video is recorded in game and you can see clearly where I ordered my unit to move and how it stops the second I order it to throw the grenade, even though the target is within grenade range.
PS. thanks to Dizilluzion for his help in testing this.
Abdul i'am not denying him the skill with ostheer, but still this dude is just an asshole saying "fuck you relic, fuck you Coward USA". He called me noob/idiot when he lost several times, i have no respect for him at all.
Also 70% after 3000 games?!?!
well then attack his attitude not his play. Beside I think this guy thinks relic is racist against him and Chinese in general.
I mean seriously, 70% with 3000 games? It seems to me like a l2p issue.
Have you played against him before? Ost wise, he plays better than most people, not relaying on call ins, etc, but getting tanks, pak43, etc.
Also, 70% doesn't mean much, because people can change and improve over time. He could be running at 90% win rate for the last 3 month and we would not know because it only slowly increases his total win ratio.
The ISU is odd. It's not particularly a focused unit, its basically a heavy all rounder cannon. Good range, a lot of potential to squad wipe infantry, potential to do good damage to tanks if the shots pen, etc.
A straight nerf to the ISU would not be ideal, as I feel the unit needs a straight up rework. Some ideas I've heard are the ability to toggle HE and AP rounds (which give the ISU a sense of vulnerability and neccessary pre planning. Currently, as long as the ISU is able to face a threat, it will at the very least offer resistance to it. Heavy tank? Chance to pen, damage nearby repairing infantry, or crew shock. Infantry are either going to survive a missed shot or be completely wiped out if they bunch together, which is out of the players control. The HE/AP switch would allow it counter only one or the other, and would require sufficient micromanagement of the unit to keep it at peak effectiveness
If they are willing to implement that idea it would probably be the best solution, but the difference between the two modes should be greater than it is now on the Sherman for example.
I'm going pipe in here and say, allied infantry are not a threat to a JT or elephant either.
Zis and guards button are a threat to elephent/JT. Plus having infantry your units fighting around those two tanks will result in almost 0 loses from them.
While we're at it, can we take down elephant and jagdtiger armor down so T34 and ZiS-3 can penetrate it most of the time frontally, because I too want to a-move super heavy units frontally with stuff its supposed to counter.
No, because elephant and JT are not a threat to infantry units, where as ISU is a threat to everything.
I always though at 310 the ISU152 had too much front armor. If that number is brought down to where shreks can penetrate it most of the time and paks all the time then the ISU152 would become acceptable. Just like its a threat to almost everything, almost all AT weapons should be a threat to it. That will make it less of "I win button" that it is now.
You might be right. Still, every faction can have a come-back. The fact that he lost so much map control despite being a top player also suggests that OKW is not as powerful as you're claiming. My statement isn't "invalid", it's just not possible to prove it (or the opposite opinion) with this replay.
I can agree the comeback suggests the opposite though.
USA lost so much map control because of mistakes he did early in the game including 1. keeping his kubel unsupported at the same spot for too long 2. losing his puma to a mine 3. and losing his hq building so early. On the other hand Para gave him the win by not getting the m8a and constantly rushing and losing his tanks.
edit: sorry I clicked report by mistake on one of the comments