It should, but not from the safety of base bunkers.
Fair enough.
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Bah, humbug.
Maybe next year when more singleplayer DLC has been released and AA is forgotten... |
Also, if I'm not mistaken, it's RoF doesn't change depending in what mode it shots right now, only range changes.
I think we all need to test out the KV-2 again since we are all using "iirc" for this discussion.
I remember very strongly the KV-2 shooting much faster set up than in normal mode. Range is just a bonus. |
There is simply too much "dumb" choice. Get a simple tank or get a much better tank slightly later. In all situations everyone would choose the latter. That is the flaw with commanders (but mainly unit design). In this game, we have units that are straight up better than other similar units. If you wanted to truly fix the call in system, then, for example, you would needs at least one trait for the t34/76 that would make people want to choose it over t34/85's. But since the t34/85 is straight up a tough t34/76, there is no point downgrading, no matter how you change both unit's availability. |
I don't think you understand- it guarantees, mathematically, the survival of a T70 that would otherwise die. There's no chance involved.
Take a T70 that drives into a Pak. It takes a shot, 160HP left. It reverses and takes another shot. It dies.
Now if it took the first shot, and you hit self-repair, you have 3 seconds worth of healing by the time the second shot hit. There's no way it can die on the second shot. At which point you should be well on your way out of there- if you sit in front of a pak for 7-8 whole seconds after the first shot and die to the third hit that's just a screw-up on your part.
Given that it is a suitable time to use it, given that someone remembers to use it, and given that there is nothing around to strike that last extra blow - this rarely comes into play. Anyone couldnt care less about self-repair's usefulness. Its just there. As for the enemy, i dont think he'll like that you escaped and will try his best for your 70 munitions to be a waste.
What's the point? We all can see how useful self repair is given how much it is not used. |
Neither is it a vet ability like Blitz, which you didn't take into consideration
I dont understand. Blitz saves expensive tanks for a cheap price - of course thats useful.
Anyways, it is a relatively redundant ability since so what you activate repair - there is still the chance it will get hit again and die, losing you munitions and the tank. It is not a cost effective ability (in which i dont mind it being that way since the t70 does a million other useful things), but there is no point trying to save a tank that you know will have to die to bigger fish/tanks. Theoretically speaking, anything can be useful. |
Once enemy gets close, just turn off the indirect fire mode.
I have managed to kill the darn thing in the time it takes for it to unpack. You can simply walk/drive under its minimum range as well and not be shot by it.
But it is pretty powerful if you make use of its max range against a fortified enemy since its RoF set up is pretty fast.
The main problem at the present is that you have no mp late game and units get extremely hard to come by. |
70 munitions to save your T70 is a bargain, more people should consider using the ability instead of writing it off.
When we have a cheaper blitz ability saving panthers, yes, the t70's self repair can easily be written off as bad. Its 70 munitions and wont heal the entire tank... :/ |
I dont really mind the luchs either, but...
The stuart is the light tank variant of the su-76. Its just not good at anything. |
Id like to believe that Brits(or Commonwealth) will be making a return somewhere in Relic's five year plan. It better be cool, and it better be designed WELL. |