I don't believe the icons were ever any larger than that, in-game they're actually much smaller. |
Show me a single situation where self repair made any difference.
Year ago it could repair single faust damage, now its useless waste of ammo.
There is no reason why Luchs would be more durable then any of the two, it had LEAST armor and worst armament out of the three, yet here its cheapest and most efficient in its role.
Self-repair is still a utility that other vehicles don't have, even if it's not good in the current meta. It also has recon mode. Also the Luchs does have the lowest armour of the 3, and the armament is worse, it's just automatic while the other two are not. I would rather the T-70 get a slight cost decrease rather than a significant survivability increase. |
Only 2 possibilities:
Luchs is fine, T-70 and Stuart are up.
Luchs is OP, T-70 and Stuart are fine.
Way to narrow your thinking. Stuart would be fine with 400 health and T-70 could use a minor cost decrease, but let us not forget the Recon Mode and Self Repair. |
Many time, when I outplay an Ostheer player early game, flanking his MG and kill his men, it is because I have gathered all my squads RE + Rifles in the move, around 4-5 squads (2 REs + 2 or 3 rifles). And almost all the time, the Ostheer player just has 1 MG + 2 grenadiers. Where are the rest of his troops? Trying to cap somewhere else with his pioneer and in many games I have catch him over extending with his first grenadiers and made 1 or 2 retreat already couple of second before my assault.
You realise USF has a significant advantages over Ostheer right? While he's building T1, you're building a squad. While he's building his squads, you're building more squads, you'll have 1 up on him (when you tech up, it'll be 2 up). Those 3 squads of his (+T1) are 800 manpower, while yours are worth 720 and as far as core infantry go, are superior to his. You also make it sound like you just move in a blob, in which case Ostheer has no choice but to get an MG 42 and hope he gets the jump on you first. |
Even after the nerf the KV-8 is still as effective than both the Flame Half-Track's flamethrowers combined, which are stronger than the all individual flamethrowers used by any Infantry units. |
Question is in the title: I cant seem to find a wreck of the Wehrmacht Field Artillery in the Worldbuilder.
Neither the howitzer_105mm_le_fh18 (its not a wreck afterall, setting the health to 0 doesent turn it into a wreck) nor the wrecked_howitzer_105mm_map_object (its just a transparent version of the howitzer) seem to work
Unfortunately no, there doesn't seem to be a wrecked model for the German Howitzer. In fact a lot of the wreck models in the game seem to be placeholders that were never fully implimented. |
I never see Axis taking .50 cals and maxiums left on the field, but I always see them taking back there MG42s and 34s. I wonder why.
I see Axis taking allied MG's all the time. In fact the M2's downsides are cost, tech, enemy, and crew related. The gun itself is excellent and nabbing one as Germans is rarely a bad move, since 3 of the downsides are nullified and the last one already applies to German crews. |
Oh well, I planned to watch it on Youtube later anyway. |
And does anyone know if suppression is range related? I want to say no it isnt but I am unsure. If it isnt this may be another good thing. The closer you get to the MG the faster you get pinned.
Suppression is range related, at long range it's weaker, at mid-range it's stronger, at close range it's very strong. The exception is on the Kubelwagen, which is strong at long range and weak at close range, due to it's bursts becoming shorter at close range. Presumably to make charging the Kubelwagen less punishing, particularly one that has just "set up" halfway through the charge.
Or increase the close range damage, 1200 rounds per minute at 6 guys one meter away should be a slaughter, but in this game the damage doesn't seem to change at all.
The damage is much higher, but suppression is also instant cover that slowly degrades over time. So even though the damage is a lot higher, it doesn't feel that way because the squads become suppressed so quickly and thus resist the extra damage, which of course does lead to the problem of squads taking few casualties as they crawl into grenade range of a nearby HMG. |
100% truth grass is always greener on the other side. I bought ostruppen the first time it was one sale. Still wasn't worth the 99 cents.
You kidding? Osttruppen is one of my favorite doctrines! The only thing keeping it from being one of the best things ever is Panzerfaust being tied to T1. I'd love to do some Osttruppen -> T2 -> T4 action, but without Panzerfausts it'd be way too risky. |