Jumbo can be sorta hacked in by taking the 76mm Sherman and texturing the front of the gun to be transparent, but that has the problem of leaving an unrendered gap on it. I wish we'd gotten the Jumbo instead of the Pershing, it would have paired well with the Jackson.
Not only gap but it also will have smoke and fire particles effectly be at the same place where gun originally ends. So it will look very poopy in the end of the day.
The chance of entire barrage doing nothing is miniscule.
I honestly kinda disagree with this perspective. While defensivly this ability might be a bit lacklaster, offensively its great.
Pretty much any of the rolled effect, during your offensive will almost always garantee you with either wipes or retreats.
Slowed down inf cant doudge grenade and can be run down by tanks, suppresed inf wont dodge\attack. So offensively this ability is one of the strongest.
1) Caliope being 3 shots instead of 4, aswell as PIV shouldnt bounce of it. Considering all other rocket arty units, can be one-shotted and even counter-artyed, cali would still remain the strongest of them in terms of survivability.
2) Rework\Replacements of relief\rapid. There are only 4 commanders with this abilities (2 for each side), so it shoudnt be hard.
3) Removing Stuka\IL-2 from ISU\Elephant commanders
4) KV-1\KV-8 should have CP requrement, because for what they provide, they hit the field very early into the game.
5) OKW luftwaffe commander should be looked at. Fallshimjaegers are imo awaible too early and they are too strong for their timing, while the rest of the commander abilities are complete trash.
6) AVRE should be tonned down a bit, because it has no place in CoH2 in its corrent state.
But you said they don't win. I wasn't arguing over weather you should or should not fight Grens at long. Just pointing out the fact that Rifles and Penal do win at long/max range vs grens.
I didnt say it. I said that you shouldnt use rifles\penals at long range and that IS will win vs grens in equal cover.
m8 what I said was a fact nothing more or nothing less. It's his fault for being wrong/oblivious and being stubborn to boot.
As for why.. There could be situation you might have to the margin at witch Rifle/Penals win vs Grens at long range justifies the mp cost(it's not 1 model remaining).
I never said that grens will win or anything, you quoted me saying that penals\rifles will win. Alright, whats next?
Long range firefights vs grens are not optimal, you still bleed and take damage from less expensive squad, allowing ost to bring another one and even relocate HMG.
This was the point, that you shouldnt fight grens at long range. Because you will lose in a long run doing so, especially when both rifles\penals destoy grens at mid to close range.
Its like saying "Well Sturmpios will win vs combat engis and rears at long range", but only utter retard will use them in this manner if there is no nessesity to do so.
Just a friendly reminder. Winning an engament doesnt mean you have won strategically.
It doesnt matter if you win this long range stalemate cover to cover, because you will lose hell of a lot time and possibly take unnessery loses in models\HP.
Thats why you dont want to fight grens at long range with penals and rifles.
Well not sure about 4v4 (since I'm not playing it) but 3v3 sometimes feel really unbearable.
I'm like lvl 16 and 18, and its just sometimes impossible to play. You constantly get premades of guys with lvl 18-19-20. And their team rank is 15-16, because Relic.
So they roflstomp you. And you are being mached with ppl whos random rank is 14-15.
Sometimes its just feels like, you simply shouldnt play random 3v3\4v4 or just have at least 1 teammate to play and not being matched with true tryhard nerds.
This whole "team rank" sometimes feels like some sort of a new way of smurfing. Because this guys have like 20+ different team in their player cards, with rufly 30-50 games on them, aside of theirs main pre-made.
Not to mention that with the insane amount of pre-made teams registered, even this try hards winning over and over and over and over, will still have middle ground ranks.
Thing is, the second enemy\you dont have offmap + recon combo, which is cancer on its own right, arty spam in team games become real.
And you shouldnt really even start on "but player will have less units", it really doesn't matter at all.
Single Soviets can easily have 2 ML-20, B4s. Single Ost\OKW can have 2 LeFH. While still have enouth of an army to provide team with inf and some armor.
This problem is complicated and connected to other multiple problems. My approach would be.
1) Firstly locking LeFH\ML-20\B4 to 1 per player. This will bring them in line with how they are used and perform in 1v1\2v2.
2) Secondly maybe buffing units accordingly, because at this point they cant be spammed in teamgames. Worst case scenario, 4 of them could be build by 4 diffrent players in 4v4, if all players chose commanders with them.
3) This will open gate to balancing offmap+recon, because after previous changes, nessesity of this combination will be objectively lower.
Speaking of PaK43 and 17-Pounder. They both have advantages and dis-advantages, but ultimate both have bad desing.
17-pounder is way too easy to destroy using artillery and AT-guns, while PaK43 surviability is a joke, because it can be insta decrewed by any inderect fire or inf.
Imo, they both should be building like emplacement, which take additional damage from any kind of grenades, regular damage from artillery but immune to small arms and AT guns should be much less effective against them.