I have explained what the problem with attack move are.
I mean, have you? SMGs for example have long range - they just don't do any damage there. What happens when you have a squad like PPsh conscripts or G43 grenadiers? |
I think the same happens with Paratroopers but I am not 100% sure. In any case I am a bit on the fence about this. One of my favorite things to do with Paras in getting them behind the enemy and then tac-assaulting retreating sqauds, which does crazy amounts of damage and wipes. Eventhough it's not easy to flank like that, it still feels a bit cheesy to cut down near full-health squads. At least for Paratroopers I think the added risk of slow retreat is fair for the amount of potential reward - maybe for Storms as well since flanking is so much easier (invisibility helps a lot). |
I usually don't A-move my close range troops for this reason. I usually react fast enough to not have them walk to their deaths anyway, so having them stop at max range is usually worse than just having them move closer for a second into enemy fire on a normal move order. |
When danedream helps to get a better game...
maybe we will see some Tournament play that is not only OKW against all.
OKW against soviets/USF*
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Anything less would be inconsistent. Every vehicle with the ability to counter ATGs head-on has been nerfed fairly severely: Tiger, KT, Brummbar, Scott (sort of, with the scatter changes), Pershing, etc.
Even in the current balance preview patch, the OKW Tiger lost its "Panzer Commander" upgrade for this exact reason.
Leaving the ISU-152 as the sole exception, while also having it perform much, much better than any of the previously nerfed units doesn't make sense.
At that point you might as well just replace it with a KV-2, which will be much more usefull in every situation. |
So.. make it a shit version of the KV-2? |
I like Storm doctrine for smaller gamemodes. It doesn't play like the usual commanders with heavy tanks. Instead you can do neat tricks like gettinf mobility kills on enemy armor, or luring an enemy into an ambush trap. |
In any game mode beyond 1v1 there is no excuse because you should have the ability to recon and nuke it out of existence. YOU being unable to counter it doesn't mean it's broken.
Existance of counters doesn't mean an ability is not broken. B4 precision strikes could be countered by insta-nuking the B4s as well, didn't mean the B4 wasn't broken. |
Katy is to fast to hit and the howitser is really inaccurate, if your katy got hit by a howitser on 'counter-barrage' you didn't give your katy a shift-order to move after your barrage.
Inreturn Allies have Priest or Sexton in team games which are far more anoying to Axis players.
Which can also fire from their base, and the howitsers can't be build there.
Counterbarrage gets triggered the moment the Katies barrage ability gets used. It's not fast enough to dodge. I'm not just saying this as someone who has lost katies to it, but also as someone who himself always puts the howitzer on counter barrage for this specific reason when I have Soviets playing against me in team games. |
There's a huge difference from a 400mp unit coming out at 5min having no micro and a 400mp and 50fuel one once at vet 1being able to shoot at units that barrage if it's not already on cool down.
Wanna know how to make CB useless? Get a mortar and fire it before you fire your Katy. It'll draw the fire and you can just move it.
400mp vs 400mp/50fuel is not a huge difference.
Large team games are full of arty and yet somehow I still regulary end up with 2-3 vehicle kills on a howitzer without me having to do do anything for it. I would much prefer to see a Cooldown reduction or number of shell increase or literally any stat bonus or even a cool new ability at vet 1 rather than a "press button and forget". |