Imperial Dane was practically correct if he was referring to older patches, the damage was extremely low, until the increased in a patch.
The bofors barrage and artillery cover used to no damage, and even 25p used to do extremely low damage 2.5%. A direct hit from howitzer would do 4 damage.
Yeah, that is what I'm saying. It used to be low, but it has never been zero. Four is not much, and might not affect your in game desisions, but it is noticable in the UI. |
It's not just those two arty pieces. Imperial Dane once said ALL UKF arty does exactly 0% friendly fire damage.
Which is not true. It does little damage but definitely not zero. |
I think I now agree that its dps probably shouldn't go up. I think my issue with it might be that it seems to die so fast to other vehicles. Haven't had a ton of matchups against with vehicles against it yet but that's my guess. I'm open to the possibility that it might just be something I have to adjust to, but again, it is 60 fuel. If a luchs died that easily to like, 2 clown cars it'd be an issue too, even though it's an AI vehicle as well.
222 is the outlier here if anything, not the greyhound. Consider that even an AT vehicle like AEC gets killed by double 222 if it has no AT support. Usf at least can go for a stuart if they feel the need to.
You can't really think of 222 as if it was m3. It is a higher tier vehicle, but its price has been reduced to m3 level for some weird reasons. |
I don't think anybody would agree to buff greyhound any more after this patch. By letting it come earlier they made it an absolute monster, especially against okw. If it doesn't work against ostheer, so be it. Players can choose 3 commanders in their loadout, they don't have to use the same commander against both axis factions. |
The german voice acting might be bad, but if you've ever heard german or speak it as your motherlanguage like me, the pseudogerman is terrible. I just switched to english in order to get the british voiceacting instead of the german version where the voices are just... normal german. I played for 3 minutes and it's annoying me already. Is there maybe a mod or at least a string I can change in the gamefiles in order to mix the voicelines??
No there is not. Community was asking the devs to do that ever since the game launched and modders say they can't do that with tools given by the developer. |
221 getting buffed?!?!? hahahahaha oh wow!
No bugfix on valentine smoke? the thing refuses to fire all the time...
Was that bug even reported? If not, how were they supposed to fix it without knowing about itc? |
IMO if it got 60 range it'd have to lose cloak too. It's really frustrating when okw players make 2 raketens and just sit like halfway within range and 2 hit your tanks from camo with 0 counterplay. Even if they lost retreat this would probably still be a problem.
There's also the issue of it shooting the ground a lot.
So basically it'd just have to be a pak with a different skin.
Soviet zis guns also can cloak and they have 60 range. And nobody seems to complain. The difference is that the ability is doctrinal, they have no retreat, no reduced cost and you actually need specific tech to even build them. |
The difference in skill is truly a problem when it comes to recon. When the game was first released, literally nobody used recon abilities. So they were constantly buffed in the patches to make them more appealing. After some time the competitive scene realised how OP recon is and started to use it so some nerfs came in, but you can really nerf it too much as it is still totally forgotten by literally 90% of players. |
No, it's unique and just needs tweaking.
Make it so you can't move while cloaked to remove the cheese, then make it more survivable to explosions. Maybe give the models 82 health so they don't get insta wiped by explosives so often.
Good post +1. I'm not sure about the 82 health, but maybe something can be done to change the size of the formation. |
I've personally never had any issues with snares except with the old Rifle AT nade where it would get stuck in limbo and the faust missing.
Im pretty sure the at rifle nade was fixed, at-least I haven't had issues with it recently. Still get faust missing though.
The faust bug is directly connected to the distance between firing point and ground. That is why you will never experience it in the case of AT nades or AT rifle nades, as they are launched from the height of around soldiers head. Only the faust is fired from a lower point and thus it is the only one that suffers. The mod team tried to make the launching point higher and as much as I heard it did actually work, but it also made the animation look ridiculous so they never merged that change into the game. |