Really nice, but what is sence buffing ML-20 if it will be divebombed in next minute.
They also nerfed CAS so maybe there won't be a divebomb every single game Also, there is a reason why you have 3 commander slots. If your opponents goes CAS, don't take an arty commander.
I'm not exactly sure, and a bit lazy to test it, but I noticed that the game checks for that 75% health state after the damage of the grenade is applied, meaning you can snare a vehicle that is seemingly at above 75-80% health.
For example, you can always snare a full health P4 with double at nades (given they penetrate):
1st nade gets it to about 85% health (no snare)
2nd nade gets it to about 70% health, and snares it.
Maybe for you. Not at generally intermediate level play I see. Things in this game need to be need to be balanced for not only high level players but lower as well.
Most players I see can take a good two seconds just to hit reverse, and that's something they are prepared to do. Smoke comes with no warning and will catch a lot of players off guard as they scramble to hit G and the right spot.
This is simply wrong. Games should be balanced for competitive play, that's out of question. No one needs 2 seconds to reverse, vehicles just have acceleration and deceleration time.
There are many ways to play the game, top players have shown us that. Pick a commander you like, and find a way to make him work. What other or most players do is irrelevant. Punishing spam is easy.
T-34/76: Use it more against infantry. It's issue is mainly how to survive rather than how to penetrate. KV-1: Same here. I mainly call it in if I want a meatshield or something to deal with infantry. It's vets up quite nicely. KV-8: The issue you pose is quite apparent in this unit. I always though it was because the enemy instantly retreats, but that might not be the case. If I have a vet2 KV-2 it means my opponent did something seriously wrong. IS-2: It's quite fine. Maxim: Agree ;p