And again, nobody talking about risk + reward. If you try an opening with 2 mortars and get flanked, it's 520 MP right in oblivion. Otherwise, you can see that OKW have now HUGE AI low + midrange and don't even let you retreat safely, which is good for ambush.
Like Ketetof said, Adapt or die.
Ostheer Mortar Reload: 4
USF Mortar Reload: 2.4
Also the USF mortar as the least scatter at:
angle_scatter: 6f
distance_scatter_max: 5f
More accurate? It already pin point wipes grens in cover. When I hear a mortar shell being fired when against USF I immediately move my grens cuz a second later a shell lands right where they just were.
Did you not see higher drop-off? The mortar in CE only kills people at around 0.5m . Furthermore its scatter is the same as the current mortar, but it also has less range so its affected more by distance.
They should have made the mortar more accurate, less damaging that only kills with direct-hits with higher drop-off with more ROF and less range. This way this would differentiate itself from the pack howitzer by being meant to displace units and being light support while the pack howitzer is what you want to break fortifications and actually kill units.
can comfirm that. only hull mg is firing. Hold Fire NOT enabled.
You sure? Pretty sure the tracers are still there and damage will be applied. The main issue, which was in the previous build, was is there is no sound effects when the coaxial fires.
here's my idea, since the panther is so OP and better than the tiger, having more armor and better pen, we should swap them around in t4 and doctrines, since the panther is supposedly a heavy tank right? ha ha, tiger in t4, not limited, Panther in doctrines, limited to one. sounds good to me. what about you?
No, because the Panther has less HP and is not an all-arounder with terrible rate of fire and mediocre damage for its price. Its main thing is survivability and numbers, if you can afford it. It's also non-doctrinal and requires tech unlike no-tech call-ins like heavies.