U're right, especially give its price. If it cost 320, like other at guns, it probably should be as it is. But the 5 (or 10?) less range and the retreat mechanism plus 5 men crew shouldn;t be cheaper than regular non retreatable at gun. (USF at gun is also too cheap btw imo). I'd say that either what you write or just make it more expensive (better option imo).
As mentioned, the solution to other retreatable team weapons is just increase base RA to 1.25. That fixes all the issues. |
It seem a bit arbitrary but there reason for it:
Piat has 100 damage Bazooka has 80
Super bazookas are superior for the same price so that one has a reason to give them to elite infatry instead of the cheap RE
Shcerk ARE more expensive they simply get a discount on Pg/PF as many other many other things because they are purchased in a bundle.
Pretty sure that's not the whole damge story. Schrecks also have real penetration numbers, so aren't totally reliant on deflects vs medium armor.zooks have crappy pen.
But yes, you're right. Zooks are worse and buyable individually, but suck if not Super Zooks, which are a real deal. |
Mmmm.... data..... |
Unless something changed radically, older stats indicate that all modes are played roughly equally in terms of games played.
I personally find that 3v3 is the best experience in regards to matchmaking. There aren't as many (good) premade teams as in 2v2 that can stomp you, if you get a bad teammate it's usually easier to carry them (compared to 2v2), and generally speaking player behaviour on the higher ranks is better than 4v4 (fewer bugsplats and droppers). There's always going to be rank mismatchs but I also get a lot of well balanced games. And I personally prefer it because generally speaking it has that action packed feeling of teamgames while also leaving more room to play around compared to 4v4 (where maps feel more cramped), which makes it more strategic. And the map pool is way better than 2v2's.
Can you guys look into removing or modifying some of the 6-8 player maps in 3v3? it really pulls the armies thin and makes reinforcement tedious.
Otherwise, the 6 player maps are amazing. |
I did the test, what i found is that it's unreliable.
Load a custom games with cheatcommands and make any AT gun be with 2 models only. Now, you can start by making it aim from left to right and you will see the cover indicator disappears depending on the angle and the type of AT gun.
If this is the case it means that one of the models has no cover whatsoever.
Now, EVEN if the cover appears to be been granted, i can with 100% accuracy kill a 2 model AT gun with a Rifle grenade from any side of it's arc when on neutral position (aiming dead center). At least with a pak40 (same thing happens with all other AT guns but it might change a little bit).
In this case if you are towards the left, center or slightly center right, if you aim towards the left model you can kill it 100% of the time. From center right, to right of the arc of the AT gun, you aim towards the right model.
This is so specific because the Rifle grenade has a smaller AoE. In the case of normal grenades or bundle nades, they have enough AoE that even if you aim dead center frontally you will decrew them.
If both models would be benefiting from heavy cover, you wouldn't be able to kill them as either grenade does 40 or 60 dmg.
Probably implemented like how Tanks become cover when stopped. Incredibly inconsistent, and to be ignored. |
A quick check shows all retreatable team weapons are 1.25 Target Size. Moving the Rak to that would make it equally punishable as other retreating team weapons. |
This change would mostly effect mediocre players who get their AT guns over run. The rak is really survivable in low-level, large-team play due the the "panic button" that is retreat, the lack of flanking options, and the lack of players who can execute said flank. Other AT guns are a guaranteed de-crew if the player doesn't back it up fast enough, which is the norm at that specific kind of play.
Increasing the Received Accuracy of the crew outright would decrease the forgiveness of letting a rack get caught out. This would also ONLY effect small arms vs the rak. This increases bleed, increases chance of decrew, increases damage from MGs, but DOESN'T change results vs tank (unless that tank has good MGs and is on top of the rak, where it SHOULD bleed like crazy). |
Can you post which units? i can check if the rounds just have some suppression. |
All cut off territory flashes on the map and there's text ("Close the Pocket Active. Reconnect Territory!") spawning at every flag every few seconds when CTP is activated. Should be enough of a warning.
You're right, its just no one expects CTP, I've never actually seen it used. |
Please god make the AEC/Bofors pick more interesting. Currently its bait for bad players. |