Yes, smoke planes were intended to be usable in double role. As for base sectors, only the "red smoke" offmaps that real damage have been restricted. |
You are talking about a placement match. A player with 2 hours of gameplay must be playing his placement match.
Also, the match maker doesn't use your ladder placement but your elo, which is a hidden number used to sort the ladder.
And finally, yes, there is no linear or any other functional relation between skill and ladder placement just becouse the only relation is sorting. |
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I certainly agree with the point about spread and range. Pretty much all rocket artillery is useless at max range except for the landmattress, which has very poor range and high minimum range.
I think they are for the most part too hard to dive. Incredibly fragile units but often killing them will require you to sacrifice a vehicle IF you can even find them. Locating a rocket artillery vehicle can often come too late to react when yo must micro your units immediately not knowing where a first volley will land. Subsequent seconds are used repositioning your troops more effectively and finally only AFTER PEOPLE ARE DEAD, you can see where the artillery is, but by then they are running.
If Rocket artillery was revealed when it fired rather than when it hit you, that would make it much easier to counter which i think is necessary since it is really not in any standard playbook to kill them. It takes a big misplay by your opponent to kill them 95% of the time.
This would also be a reasonable tradeoff between quick firing axis units and slow firing allied ones who seem to perform better presently without impacting the fire power or usefulness to skilled players.
TLDR: Rocket artillery should be revealed when firing not hitting, creates risk, does not affect effectiveness vs campers.
Good point. That change could be really beneficial to the game.
I have never hit more rockets on shot blockers than with the STUKA though, not high enough of a trajectory for me apparently
Probably becouse you haven't even try to shoot katy from position such close to the shotblocker It is true though, that for some misterious reason, it is really easy to misjudge stuka positioning. |
This is what I'm suggesting, lets change most rocket arty to high risk high reward units similar to pwerfer, where they have to get closer to the action in order to deal any real damage. My theory for this is that most of the maps for team games are usually long and narrow, hence it is almost impossible to get through any flanking unit to deal with katy; not to mention, high ranking players will shift queue their artillery pieces back to base once its done with barrage. By increasing scatter at max range, players will be more incentivised to think whether they should barrage from max range and risk wasting their long cool down or to go in closer and have a chance of doing a lot of damage to enemies.
Such mechanic is already implemented: the further is the target the higher is the spread. The problem you guys might have is that while in case of alpha strike units like PW lower spread is always better, in case of area denial like LM it is sometimes better to have higher spread in order to lock bigger area. I can't think of any solution to that though other than decreasing max range of such units and that may make them useless.
You also need to consider that allied rocket artillery has low trajectory rockets that can't be shot from behind many shotblockers, like forests, becouse they simply hit them. PW and stuka, if well positioned, do not have that problem and it is an important advantage. |
hmm..compare PW with LM or caliope or katjuscha.
pw i think has 9 rockets....caliope and katjuscha around 20...and LM around 30 rockets
answer ok?
I checked it out for you:
-PW shoots 10 rockets in one quick salvo
-Katy shoots 4 rockets in each of its 4 salvos.
-Calliope shoots 3 salvos, first 2 have 7 rockets, the last one has 4 rockets.
-LM shoots 30 rockets in one, very slow salvo.
This basically means that only PW and calliope have any real damage potential becouse after first initial salvo, or in case of LM first initial few shots, every sane player repositions. LM and katy are much more area denial tools than damage dealers.
If you want to learn to use PW better, you should try using it as close as possible, behind a shotblocker. This lets you use main advantages of the unit such as big alpha strike and high projectile trajectory and avoid its main weakness, high spread. |
I'll just leave here the note that before the patch allied arty had less friendly fire potential than axis one. This has been normalised in DBP, which is an overall nerf to all allied artillery pieces. How come that some still consider them too good? |
look at the map
so, uh, is ability calling inside the base now a thing?
It looks like ability called just behind the base border which is perfectly possible for all offmaps and not a bug.
2 Possible bugs that I have come across:
Post game stats are not tallying correctly.
Queuing of a retreat order, using the shift key, after exiting a building doesn't work consistently.
What exactly is wrong in these post game stats? As far as I know many things there are counted incorrectly (in a sense) for a long time, so it is important to know if it is something new. |
I think sometimes it's up to the RNG gods to determine if a sniper counter actually counters its intended target. Sometimes my M20 wipes a sniper in half a second, other times I literally chase a sniper halfway across the map and into his base and still haven't killed it. Were it up to me I'd make sniper counters OP as hell cuz I genuinely hate snipers.
Its not rng, its the RA buff on retreat and acc debuff on the move. If the sniper doesn't retreat in time, it gets killed by a stationary m20 in split second. If it is on retreat it is harder to hit so you actually might need to follow it to the base so that the bonus wears off. |
The real problem with the Axis Bunkers is the armor. Sure we can make comments about the fighting position getting nades and a MG all we want but they die super easy to small arms. MG42's, pios, sturmpios all have a fairly easy time clearing it due to its lower armor. The OKW/OST bunker has high enough armor that its not damaged by small arms fire making it hard to flank/clear. The only options for removal are ATguns, mortars (not an effective counter), Or a demo charge which typically runs around 80 muni.
In theory an early bunker can lock down sections of the map up to if not past the 7-8 min mark due to lack of solid counters and if not cleared can essentially trap the opponent as it even spots for itself (mostly <90% of arc) .
These issues only get worse in large team games as they are easy to set up with the added MP not spending on map control as you might in 1v1 and can allow axis to stop large pushes even in late game battles once the heavy AT tanks roll out making it hard if not impossible to push off axis.
TLDR: Reduce armor of Axis Bunker to same as USF fighting pos, reduce line of sight it is granted much light fighting pos, and give it similar costs.
Note: This post applies to both OKW and OST bunkers respectfully
There are multiple options for clearing out bunkers and building them in early game is asking for MP bleed, just becouse they die so quickly its impossible to repair them. Lets see:
- soviets: early mortar, early at gun, penal satchel, penal ptrs, demo (which is 60 muni now)
- usf: mortar, bazooka weapon rack, early LVs like AA halftrack or stuart, AT gun
- ukf: mortar emplacement, piat weapon rack, AT gun, AEC, AT sections, even the sniper.
Mind that weapon rack is quite often the good choice as it costs around the same as one MG bunker and you will have to buy it sooner or later either way. |