No problem. But i think +15% accuracy dont changes that. In my opinion they need to be as PG in this test, but deal more damage on high and mid range, when PG deals more damage on mid and short range.
And it was like this since day 1. Falsch deal more damage at distance (much more) while PzGrens at point blank
A agree with PG, but i dont agree with falls. Give me a DBP replay when falls shows itself like a strong inf squad.
Already i have a 2 replays when falls cant do nothing.
You realize that PzGrens MP44 has a DPS 1.86 - 15.78 while Falchs FG42 5.92 - 12.86 ?
Problem is what cons just can come to close distance and only one way to stop it - a HMG, what you cant build, because its locked before truck. And problem is what if i build a HMG after 3-4 volks+kubel+truck, then i lost for t70 or a T-34 for a 3-4 mins later. FG42 have not too huge DPS on long/mid range to making a serious damage when cons (or other squad) come to short range.
But Falchs (and PzGrens) are perfect units to take cover and allow enemy to close the range.
I still dont understand why you nerf OKW so much. I played few game again, today and i dont know, how to win a mid game as OKW. Vet volks with STG and vet Falls losing to cons with PPSH with no chanses to win, i think its ridiculously.
Really guys, if the patch will be released in the current version, then no one will play as OKW.
OKW need a HMG in T1 without T2/T3 or inf buff or something another, idk.
It has nothing to do with current DBP. It's a design flaw. OKW has huge gap between early and mid game. Once you get Luchs, you need another 285 fuel to get PzIV, while USF, after getting Stuart need 230F to get Sherman. It's been like this since forever, that's why Ostwinds are so often used becasue they fill somehow this mid game gap. If you have big fuel advantage, it's not a big deal, but if a game is even or just slightly in your favour, no matter what, as OKW you will always hit this mid-game window where you can't "seal a deal" and finish your opponent becasue time between early and mid game is damn long. Opposite to other factions, this window is longer for like 4-5mins which is huge.
• 21% speed isn't nothing.
• 9% lower chance to hit from Pak40 isn't much, but that armor is more efficient against Panzer 4.
• Smoke is trash, it slows the unit and the smoke itself isn't even as big as USF canisters, the churchill takes some time to crawl into the smoke backwards. Churchill is a big and slow tank, it gets even slower in smoke and many players already know about attack ground option. You are better off not using smoke while retreating.
• Grenade is good.
• 40% Churchill HP isn't the gamechanger.
• 80MP/15 Fuel isn't that much of the cost difference, but it still something to consider.
• Churchill gets the extra repair ability where KV-1 gets the bonus +20% reload speed on Churchill.
You can buff KV-1 to the performance/price of Churchill, but both units are still going to struggle to find the place in the game. One Stug or Pak with faust squad is all you need to prevent the KV1/Churchill advance.
Perhaps there is a use-case scenario for 1vs1/2vs2 games where these tanks can be efficient at disrupting enemies, but 4vs4 it is a veterancy pinata with no firepower against Panther and up.
Of course they will struggle, becasue they are not supposed to be cost efficient alone. They need to work with other units. It's not like they are Tigers or Panthers.
Yet, I'd pick any day tank slower by 1.1 and with 30 less armor which has better gun, better MG, 1400 HP and support abilities for enormous 15F more
spedd is revelant while running away , church has smoke cause they dont have a mobile mortar to give them , 30 armor is a lot (ex. ost p4 cost 25 less than okw p4 for 50 armor that can be gain back at vet 2, and okw has a bit worse stats too) and they get 0.8 damage modifier ,alvin locks you out of comet and the gun is almost the same (see stats i linked)
4.0 and 5.1 is almost nothing. Still 1.1 less speed is irrelevant if you can eat 9 shots (KV1 - 7).
Sherman also has smoke even tho USF have mobile mortar so...
30 armor is nothing. It translates into 79% or 70% chances to penetrate vs Pak40.
Anvil locks you out of Comet. KV1 locks you out of T34/85, ISU, IS2, KV2, KV8...
If it bounces so much versus mediums maybe buff the penetration just enough to pen mediums more regularly but not regularly pen heavier tanks.
There is also something like historical accuracy. KV1 can't have good gun vs vehicles. It's only possible purpose is to become damage sponge which some support abilites and on this field it's loosing hard with Churchill.
For 15 more fuel Churchill gets 1400 HP, support abilities, plus it's a non-doc and has better gun and MG.
On the other hand KV1 has better armor (240 - 270 is rather irrelevant difference), speed which also irrelevant for a damage sponge unit - it's not like you will flank anything with 5.1.
There is not a single point why KV1 should be way worse damage sponge than Churchill if they are priced almost excatly the same in terms of tech and unit itself.