Giving all flak weapons a chance to go through obstacles (since *some* shells seem to go through obstacles and flak doesnt seem to) buffs greatly buffs the 251/17 (flak halftrack) 2 cm flak emplacement, 37.5 mm base flak, ostwind, luchs, scout car cannon; simply because many of their bursts overshoot because of weird height displacement, or the flak burst hits the ground and does nothing.
I was a bit unclear with what I meant. I definitely don't want things going through cover and terrain constantly, but this thing will shoot through multiple rows of cover before hitting the target on some occasions (too many). I don't think this thing even overshoots really, it grossly undershoots most of the time. |
I agree that they haven't got the parity right yet. Part of the problem is the behavior of the OKW truck shooting the ground and/or every obstacle between it and its target, when the US HT machine guns shoot through such things.
The reload time on the US main gun is pretty long as well. I think the fires from the back aspect was meant to help balance it, but nothing can take advantage of the extra pen really.
It would help your argument if you proposed changes. |
I'll have to play with the rocket artillery more to get a firm gauge, but I was a little disappointed in Kat performance in this video.
One observation I had is that this is max range barrage. In the last patch the max-range barrage was way better and actually ideal because of the lethality of the rockets was so high.
The deflection damage has me optimistic about the performance of precision barrages against super heavies, or close range barrages.
Destroying buildings with Kat was way too easy, they HAD to do something. |
All the complaints of homing AT nades breaking realism, and we want tank projectiles to go through terrain?
It puts value on holding high ground, which is in fact incredibly beneficial in actual combat. It needs optimization, sure, but physics-defying tank shells wouldn't be as fun as we would like to think.
Part of the problem is map design, because there truly is some annoying height problems. Hill 331, Rostov, Don River (lol), parts of steppes, etc. |
The first question, of course, is did you turn your game settings all the way down? You probably did, just has to be said.
Since WFA came out, I turned my game settings down a bit. In particular, the texture quality. I found that scrolling the camera, loading tac map, and changing view accross the map rapidly, all really slowed my game down.
I love using snipers, but lagging for 5 seconds with a sniper on the field is usually a dead sniper. I still get freezes, but overall not as bad as I used to.
I find using the mouse (or keyboard if you have a preference) to best very effective, but my mouse is also home every hotkey via the grid hotkeys. If you click abilities with the mouse, use your keyboard I'd say.
Tac map is very slow for me and it jars me visually. I use unit hotkeys or minimap to move rapidly around the map. |
I mean no disrespect but what has made you guys suddenly intervene? This happens in pretty much every tread.
Have to start somewhere. Soon enough people will get the idea, or they won't be around anymore. |
- Pigsoup joins the staff as a Writer!
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Yeah, its bugged. It has to do with constant changes to the replay system by Relic. One of our coders is on it already I think. |
The STG44 is better at close range than their regular rifles as well. |
XP doesn't do anything. I suggest just playing the game and not worrying about it. |