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russian armor

Should the USF AT gun recieve a buff?

10 Sep 2015, 13:12 PM
#41
avatar of Grumpy

Posts: 1947

Make Take Aim a vet 0 ability, give it camo like the raketen, with a bonus to penetration from camo. The camo ability should be restricted to yellow and green cover, as should the camo ability from the raketen. It's inane to have an AT gun cross an open field in "camo".

I do like Alex's suggestion to make the AP rounds free with a cooldown.
10 Sep 2015, 13:36 PM
#42
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post10 Sep 2015, 13:12 PMGrumpy
Make Take Aim a vet 0 ability, give it camo like the raketen, with a bonus to penetration from camo. The camo ability should be restricted to yellow and green cover, as should the camo ability from the raketen. It's inane to have an AT gun cross an open field in "camo".

I do like Alex's suggestion to make the AP rounds free with a cooldown.


The reason why the Rackten requires camo is that it has 10 less range than all the other AT guns, and thus has a harder time without camo of getting the drop on enemy armor.
10 Sep 2015, 13:44 PM
#43
avatar of RandomNub0815

Posts: 53

it is sad, but their is only solution:
remove it from the game

no hope relic is buffing this
10 Sep 2015, 19:51 PM
#44
avatar of TheMux2

Posts: 139

4 -> 5 men

No more received accuracy (this should apply to all AT guns).

AP rounds are free but come with a longish cooldown



Free AP rounds with a long cooldown wont matter much of the base AT gun is shit.i dont want to wait for a 45 sec cooldown to have a small chance at penning anything above a luchs
10 Sep 2015, 20:16 PM
#45
avatar of VonIvan

Posts: 2487 | Subs: 21

AP rounds aren't the problem.(you can get those for 30 munis). The problem is how easily the USF at-gun is wiped by literally everything. It should factor in as green cover or something to allow it to take shots like a pak can from inf. :foreveralone:
10 Sep 2015, 21:39 PM
#46
avatar of Nabarxos

Posts: 392

the AT Gun the USF has DOESNT penetrate PANTHERS,durability wont change anything

also the self spot is pointless if you cant penetrate tanks

needs a huge penetration increase
12 Sep 2015, 14:46 PM
#47
avatar of Grumpy

Posts: 1947



The reason why the Rackten requires camo is that it has 10 less range than all the other AT guns, and thus has a harder time without camo of getting the drop on enemy armor.


But the end result is that people use it as a invisible scout. I'd rather see the range put to 55 or 60 then free camo, or else make it even slower in camo mode.
12 Sep 2015, 15:14 PM
#48
avatar of Chocoboknight88

Posts: 393

I like the USF AT Gun too. Just for the increased range it has over Basic AT guns and how cheap it is. Here's a hint. Make more than one. :)
12 Sep 2015, 16:28 PM
#49
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I like the USF AT Gun too. Just for the increased range it has over AT Basic AT guns and how cheap it is. Here's a hint. Make more than one. :)

I can't, friggin' officers and Amberlamp sucked up all mah pop

jump backJump back to quoted post10 Sep 2015, 20:16 PMVonIvan
AP rounds aren't the problem.(you can get those for 30 munis). The problem is how easily the USF at-gun is wiped by literally everything. It should factor in as green cover or something to allow it to take shots like a pak can from inf. :foreveralone:

Wasn't AT gun free cover still bugged?
12 Sep 2015, 16:36 PM
#50
avatar of SirRaven of Coventry

Posts: 167

Permanently Banned
I like the USF AT Gun too. Just for the increased range it has over Basic AT guns and how cheap it is. Here's a hint. Make more than one. :)


Here's a another hint: more than one will result in more than one not penetrating its first and second shot :foreveralone:
12 Sep 2015, 16:38 PM
#51
avatar of Chocoboknight88

Posts: 393

Meh... Still love the gun anyway. It puts pressure on my enemy all the same when combined with Bazooka Squads and Tank Traps. :P
12 Sep 2015, 16:55 PM
#52
avatar of Erguvan

Posts: 273

57mm is very good. It has an idiotic vet ability that spots as far as its firing range and is permanent. It has vet0 ability to increase its penetration. It fires like drops of rain.

to sum up, no buff needs..
12 Sep 2015, 17:28 PM
#53
avatar of Nabarxos

Posts: 392

so many people say the 57mm AT gun is ok lets see why they think so..

"it fires faster then any other AT gun"
worse penetration from all at guns so good luck with penetration
"it has an insane vet 1 ability that self spots"
and what will you use that for?as said its penetration is awful
"its cheap make more of them"
still wont do a thing awful penetration and will take more pop cap
"it doesnt need a buff"
the reason behind this statement?cause of its RoF?

its AP shells are aslo bad (doesnt even increase penetration to ZIS-3 level and also cost munition and has a cooldown)
14 Sep 2015, 11:01 AM
#54
avatar of TheMux2

Posts: 139

so many people say the 57mm AT gun is ok lets see why they think so..

"it fires faster then any other AT gun"
worse penetration from all at guns so good luck with penetration
"it has an insane vet 1 ability that self spots"
and what will you use that for?as said its penetration is awful
"its cheap make more of them"
still wont do a thing awful penetration and will take more pop cap
"it doesnt need a buff"
the reason behind this statement?cause of its RoF?

its AP shells are aslo bad (doesnt even increase penetration to ZIS-3 level and also cost munition and has a cooldown)

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