As the one who has played, no it isn't that good against wehr. The mortar is weak, high scattered and does not worth the mp cost pay for it. So it was removed along with other changes. The only change that is kept is bazooka and bar upgrade.
Its smoke was by far the best thing.
If anything USF could us is the AT gun in t0 and the alpha mortar tested again. |
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Would mean I could actually counter units in buildings rather than them hoping out and me wasting 30 muni. The mortar was pretty bad tho, getting it to vet 1 in alpha was tough.
The smoke was very useful tough, I would recon Relic didn't like the idea and scrapped it as it would make USF to good against Wher early game. |
The 360 fire arc was removed as Relic thought the unit became too easy to use.
It was due to the gun shooting through the cabin of the AAHT. I would rather it have 360 fire and ez pathfinding where I dont have to smash U everywhere I go tbh.
@Relic: pls revert change on AAHT or even push the gun model up slightly to shoot right over the top. This unit requires so much micro already to get it to work, adding in the U to move is just over micro. |
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I think the worse thing about the USF at nade is its min range. Also like Katitof pointed out the UKF one is just pure garbage. |
Nobody wants new content, we want balance, bug fixes, and optimization.
True but new maps/ reworked older maps would be fanastic. |
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Forawrd retreat points, Fast reinforce time, cheap units, potentate vet, rather high long to midrange accuracy on the pshrek.
These issue above are all problematic in 2v2's in up in relation with OKW
The forward retreat points being the big hitting point as OKW is easily able to just smash the T key whenever they feel thretend. They will get half the retreat time, cheaper reinforce than USF/brits, and reinforce faster.
Kiting simply doesn't work due to the long range accuracy of the pshrek, sure it was reduced but 3/4 shots will often connect and to put that in prospective thats almost a whole Sherman. |
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Update
7. Vikers MG will reset the suppression on the target squad if the model dies. causing the gun to cooldown and re-aim.
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1.Paratrooper nade as well as ranger nade will often not throw but take the munitions and have a cool down.
2. AEC stun round will often not work, any LOS blockers will lock the turret down and make it refuse to shoot unless you hit the stop button
3. Not sure if intended, mortar pit smoke rounds don't have the same range as the regular rounds.
4. Comet still lacking physical rounds as other 17 pndrs have.
5. Not sure if intended, 17pndr emplacment is out ranged by jagtiger by 5
6. pnzr werfer is still doing full damage to units inside buildings rather than .25 that other rocket arty have.
Thats all I can think of right now lol, will add more later. |
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Mine runes fine on a 780TI and even a 770 with an i5 3.4ghz.
8gigs of ddr3 ram should keep you at a resonable frame rate with not entirely maxing out everything but getting rly close. My suggestion would be to make sure you have at least 2gigs of Video ram with a solid processor. |
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I think a big thing that also needs to be looked at is long range AT tanks, Jagtiger, elephent, and ISU.
Commanders that included good callin abilities such as the stuka dive bomb with the elephent commander makes countering them very difficult.
Arty is their hard counter (or should be) so including the direct counter to these simply isnt a good idea.
TLDR: Relic Look at long range Heavy tanks and arty |