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russian armor

Pack Howitzer doesn't do it's job

5 Aug 2015, 23:59 PM
#41
avatar of Skabinsk

Posts: 238

One thing I don't understand, which idk what patch changed this, but the pack howy used to on no vet, its barrage abilities was this huge AOE long range shot. But now when I used it, its a normal shell with no AOE but I think vet 2 makes it the huge AOE shot now. Why and when did they change this?
6 Aug 2015, 00:34 AM
#42
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

One thing I don't understand, which idk what patch changed this, but the pack howy used to on no vet, its barrage abilities was this huge AOE long range shot. But now when I used it, its a normal shell with no AOE but I think vet 2 makes it the huge AOE shot now. Why and when did they change this?


I think that was just an FX effect change. Now the normal shot doesn't have the fireball of death, but the HEAT does which makes sense in the area that the HEAT round is much more powerful than the standard shot despite it being HE.
6 Aug 2015, 01:21 AM
#43
avatar of Robbie_Rotten
Donator 11

Posts: 412

Doesn't the damage double at vet 2? Getting it there is kind of a problem. It is just a very micro heavy unit in a micro heavy faction. Requires micro like an AT gun but without direct benefits.

Still, I always get one, because the suppression is great.
6 Aug 2015, 01:24 AM
#44
avatar of CookiezNcreem
Senior Strategist Badge
Donator 11

Posts: 3052 | Subs: 15

Doesn't the damage double at vet 2? Getting it there is kind of a problem. It is just a very micro heavy unit in a micro heavy faction. Requires micro like an AT gun but without direct benefits.

Still, I always get one, because the suppression is great.



only the barrage does double damage at vet 2
6 Aug 2015, 03:28 AM
#45
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470



Maybe if he does a different job that the one you expect, you should change your expectation and use it the way he actually works


which is fine but leaves USF with overlap between the pack howitzer and the m8 scott and doesn't give them any stock artillery.
6 Aug 2015, 04:26 AM
#46
avatar of Midconflict

Posts: 204

I think it would be best to buff the Pack Howitzer and move it to the Inf Commander and move the M20 mortor half-track into Caption.
6 Aug 2015, 04:48 AM
#47
avatar of BeefSurge

Posts: 1891

I think it would be best to buff the Pack Howitzer and move it to the Inf Commander and move the M20 mortor half-track into Caption.


This isn't a bad idea.
6 Aug 2015, 05:56 AM
#48
avatar of JohnnyB

Posts: 2396 | Subs: 1

Guys are you for real?
If there is something wrong with the pack howie is the insane amount of squadwipes it does. It's a verry, verry dangerous weapon and it proved itself every time I played with or against it.
From my 2v2 perspective (that's the game mode I play the most) it's a nice weapon and I would trade the ISG for it any time.
If I knew I will never play USF again I would say remove pack howie and replace it with a mortar.
6 Aug 2015, 06:03 AM
#49
avatar of BeefSurge

Posts: 1891

Guys are you for real?
If there is something wrong with the pack howie is the insane amount of squadwipes it does. It's a verry, verry dangerous weapon and it proved itself every time I played with or against it.
From my 2v2 perspective (that's the game mode I play the most) it's a nice weapon and I would trade the ISG for it any time.
If I knew I will never play USF again I would say remove pack howie and replace it with a mortar.


It's good at the job of killing blobs of troops and buildings. But the USF has tons of tools for stuff like this, and *zero* non doctrinal MP based counters to support weapons. Having the Pack Howie is a nice luxury, but the USF could really use s mortar instead.

Pack Howitzer being good at killing blobs also defeats the purpose of going T1 as USF, because entire point in T1 is killing infantry with some light utility.

Replacing it with a light 60mm mortar results in less RNG squad wipes(yay!), encourages T1 play(yay!), and solves the USF conundrum of dealing with support assets without dishing out fuel/going for a lucky flank. TBH everyone wins.

6 Aug 2015, 07:19 AM
#50
avatar of NEVEC

Posts: 708 | Subs: 1

I think pack howitzer is decent now. Only thing i would change is vet 2 bonus, it should give +50% damage instead of +100% only barrage damage. Pack howitzer also should have +50% damage modifier against okw buildings.
6 Aug 2015, 07:36 AM
#51
avatar of JohnnyB

Posts: 2396 | Subs: 1



It's good at the job of killing blobs of troops and buildings. But the USF has tons of tools for stuff like this, and *zero* non doctrinal MP based counters to support weapons. Having the Pack Howie is a nice luxury, but the USF could really use s mortar instead.

Pack Howitzer being good at killing blobs also defeats the purpose of going T1 as USF, because entire point in T1 is killing infantry with some light utility.

Replacing it with a light 60mm mortar results in less RNG squad wipes(yay!), encourages T1 play(yay!), and solves the USF conundrum of dealing with support assets without dishing out fuel/going for a lucky flank. TBH everyone wins.



So it's rather an opportunity matter. I see.
6 Aug 2015, 07:56 AM
#52
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
Pak howi firepower is not an issue. Survivability is.
6 Aug 2015, 18:55 PM
#53
avatar of ZeaviS

Posts: 160

It also overlaps a lot with the mortar carriage and that is arguable better.

One thing that I think it could benefit from is better barrage accuracy and more shots in the barrage, maybe 8 shots instead of 4. The huge range on the barrage is nice but for only 4 shots that can barely hit?
6 Aug 2015, 19:15 PM
#54
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post6 Aug 2015, 18:55 PMZeaviS
It also overlaps a lot with the mortar carriage and that is arguable better.

One thing that I think it could benefit from is better barrage accuracy and more shots in the barrage, maybe 8 shots instead of 4. The huge range on the barrage is nice but for only 4 shots that can barely hit?
It's actually only 3 shots I believe.
6 Aug 2015, 19:29 PM
#55
avatar of ZeaviS

Posts: 160

It's actually only 3 shots I believe.


Pretty sure it's 4, but even if you're right, 3 is even worse and it needs to be more. I think 8 is a good number. The only concern maybe is that it would make the HEAT barrage at vet2 too good potentially.
6 Aug 2015, 19:45 PM
#56
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

The standard barrage and WP could really use more shells. On the HEAT rounds bombing for too long, you generally would have cleared the zone by the third round, rest are just for area denial or truck bombing. If it would be too good with additional rounds, let it keep the standard barrage and simply have HEAT as part of its barrage ability rather than an ability swap?

You would then have:
Regular HE Barrage: Ideal for prolonged range bombardment and area denial (3 rounds to 6-8 rounds)
HEAT Barrage: Ideal for shooting at units/wiping when in standard firing range (3 rounds to 3-5 Rounds)
WP Barrage: Smoke Cover/Area Denial/DOT versus Infantry/Vehicle Disabler (3 rounds to 5-8 rounds)

Why WP should fire more rounds than now: it's the only one of the barrages that costs munitions, 3 rounds isn't enough to saturate an area especially given the scatter if you want to fire from range, would give more incentives to use it over the traditional HE/HEAT barrages which generally do the same job of forcing people/units to move, but with the added benefit of killing on contact. Furthermore you can't follow up behind the smoke as it hurts your own troops, even though it does block LOS
7 Aug 2015, 04:59 AM
#57
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post6 Aug 2015, 07:19 AMNEVEC
I think pack howitzer is decent now. Only thing i would change is vet 2 bonus, it should give +50% damage instead of +100% only barrage damage. Pack howitzer also should have +50% damage modifier against okw buildings.


can't buff the base damage or it fucks up with vet abandons.
7 Aug 2015, 08:04 AM
#58
avatar of Cruzz

Posts: 1221 | Subs: 41



can't buff the base damage or it fucks up with vet abandons.


There's a boolean value for resetting veterancy bonuses on the death of the crew. Relic just keeps forgetting to set it right.
7 Aug 2015, 13:10 PM
#59
avatar of ElSlayer

Posts: 1605 | Subs: 1

jump backJump back to quoted post7 Aug 2015, 08:04 AMCruzz


There's a boolean value for resetting veterancy bonuses on the death of the crew. Relic just keeps forgetting to set it right.

Why would they ever want NOT to reset veterancy when unit decrewed?
8 Aug 2015, 07:22 AM
#60
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post7 Aug 2015, 08:04 AMCruzz


There's a boolean value for resetting veterancy bonuses on the death of the crew. Relic just keeps forgetting to set it right.
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