I hope we get double XP day
i rather want a day with 3 war drop per game. |
Honestly, a 325 muni ability should take out a 40/80 fuel truck.
it is not 40/80 fuel really, it is 60/121 fuel. if you think of fuel income reduction. that is no little fuel for a fuel starving faction.
what i don't like is it kills everything in the radius, while other 300mu abilily like OKW zeroing art only kills everything in the mid of radius outer ring only got few random inaccurate shots. not mention it have smaller radius than air raid, i don't think 25 more mu should be that much more powerful than the 300mu ability.
It's getting nerfed in the next patch I thought.
only the explosive radius for each shell not damage, it is already applied to preview mod. as I said even after nerf I destoryed 2 and half (3rd one is on the eage still only have 1/3 hp left) HT HQ |
churchills is fine after nerf. i still think roll back to 1400HP is too much though should stay at 1200. armor roll back is need it. |
I think Heavy Engineering upgrade should have 60mu cost instead of free.
I been using Heavy Engineering blob the pass few days, (like 3-4 Heavy Engineering) and only get 1 IS with medic.
This thing drop german Infantry and weapon team like flies, yes it is pretty expansive to get it, and pretty late. Heavy Royal Engineering upgrade from T3 and 2 Vickers 120mu
but Royal engineer with 2 vickers and Heavy Royal Engineering with 3 Vickers (1 from free upgrade) are totally different unit. it is feel like obers and shock combine, it charge with your Churchill tanks (tank soak damage), the HRE can easily wipe pak crew, or shreck sq. and repair the Churchill tank with lighting speed then keep pushing, think its 0 cost upgrade give you a total new unit. is kind too cheap, maybe should give a upgrade cost for the extra vickers (which is a better vicker). |
i been complain about from day 1, it change a little but still OP for 325mu, my OKW 300mu zeroingin art don't have great damage only in mid of the strike area, this air raid have entire area covered. but since relic don't seems changing it anytime soon, I joined those who spamming it. (detoryed 2 and half OKW HQ in 1 run today in a 4v4 game.) |
i had it yesterday in 3v3, in early game, I double vicker and a IS with with help of USF teammate we crash the two OKW player in first encounter in my fuel point, they lost like 15-20 models no wipe though, then they change focus on mid, my flame wasp arrive and helped my SU teammate to fight off the OH he fighting at 2nd fuel point. then i flank the mid 2 OKW who is fighting my USF teammate with my flame burned most their troops since they were low hp already, so we have both fuel and mu point and all 3 VP, then I find a Mechanized Regiment HQ as trying to burn it down, they start vote surrender, vote failed, 2sec later, I got Sync Error.
another 2v2 game I play as OKW and was destroyed by their double team throw everything at me and air raid my HQs from UKF, it almost seems a for sure losing game, but my pak 43 saved the day where it take out a IS2, KV8 and comet when they pushing me, and my KT arrived helped my teammate killed another a comet and KV8 and a SU85, then panther arrived few min later, and my teammate have 2nd panther arrived (mean while, we destroy 1 firefly and 2 T34) so the table turned and we have 4 tanks they have only a comet and a T34, no AT (they got decrewed and our tank took them out) then we both got Sync Error as 4 tank together pusing their base with some infantry.
I seriously think those are hacks, because i never got Sync error when i am lossing. |
I like the idea a lot, as long as the buffs are not too strong. IE maybe provide 2 "repair engineers" instead the usual 3 or 4 when an engineer is garrisoned.
2 is kind too slow, OKW repair HQ gives 4, but 210mp is kind cheap for auto repair maybe with minesweeper upgrade or heavy package will give 3 and with heavy package and minesweeper will give 4 |
You want to make the Brits even stronger late game? Jesus Christ no.
Just make it so it doesn't have to be upgraded and 250mp and it will be fine.
The fact that you have to upgrade it combined with it's cost is what makes it useless now that Brit emplacements were nerfed into uselesness.
it won't be much strong just little more utility come to their defense. after all forward Assembly is not moving, so garrison a unit in to provide effect is a investment choice UKF will need to make, most UKF infantry is not cheap. 280+30mu to provide some sort auto heal like OH medic bunker. or coordinated fire range fire from forward assembly, (even triple range is still not much maybe around same range with OH mortar range(but it will spend 45 mu to force off mortar team to retreat)
although 210mp Royal engineer for auto repair is kind cheap maybe if garrison with normal royal engineer will proivde 2 repair guys, heavy royal engineer or with minesweeper upgrade will provide 4. sniper, commando and landing officer is huge investment in MP to get a effect only around the forward assembly. so i don't think it will be much added into the UKF late game, also garrison unit still take pop space. so it will be 1 less unit in battlefield.
also i believe if those bonus are in, the sniper, coordinated fire, commando, landing officer buff may result UKF player to make risky decision to make it too forward. |
I don't mind sturms are better, I just mind that Ass engies die in combat before they do something significant. Engies or not, they could use a change, like make them non doctrinal so usf gets a flamer
they die fast is because they charge frontal assult which is not what AE's role in battle, like Assult gren. or Strum they charge frontal any riflemen sq can take them down. they are used to hide around corner and come out when enemy unit is very close. i also find hide behind a house when your other infantry is around usually in engagement they will tend to run into house to get better covers and shoot position then throw your AE, AG or SP in the house when they are close to the house they die like flies, also flanking enemy is what they really use for. only time they charge out front should be enemy sq are suppressed. |
Sturmpios don't die as fast because they kill what's killing them faster
1 is 320 mp 1 is 280, 320 lives little longer i wont surprise on that, also AE have better mines and demo. also Strumpios are against units 5+ models most time, while AE are against units most time is 4 models. the HP pool they need to take down is less than SP |