I always though the half track and M3 handbreak was to prevent it from rotating. When it rotates to fire, you won't be able to reinforce because rotating counts as movement and movement = no reinforce.
Activate hand break if you desperately need that extra model to come out.
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Thread: Can someone please explain how handbrake mode works.29 May 2021, 23:41 PM
Thread: Any Keyboard scrollers here?18 May 2021, 07:12 AM
17 May 2021, 13:03 PMdonofsandiego
you could hold ctrl and press 3, then you would make the ambulance control group 3, then whenever you double-tap 3 you will center on the ambulance. For squads when you give them a control group you will automatically select them when you press the number.
I usually use all my command groups from 1 to 0.
1 - 2 :: Tanks
3 - 4 :: Infantry
5 :: ATG
6 :: Repair squads (REs or Engis)
7 - 0 :: Artillery or indirect
I find double clicking the ambulance faster than reaching over to 0 for it, just IMO though.
You can also use tab to scroll through the units in your selection or simply by clicking them in the middle-bottom. Helps to retreat a single squad.
Shift clicking the squad will remove it from the selection too. Useful if you have one damage squad in a selection. Click damage squad to move to ambu, shift click it out of the group.
Thread: Why do Axis Rocket Arty have to 'oneshot' ?17 May 2021, 09:26 AM
Axis rocket arty have a bigger punch per salvo but Allied rocket arty is better at clearing out weapon teams and emplacements.
It plays into the army design too. Allies are supposed to have durable/resilient squads. One shots tend to happen if you're not paying attention but can be avoided fairly easily. The higher mode count for most allied squads means your squads will *most* of the time stay alive with some minor adjustments.
Axis have superior weapon teams in exchange for smaller squads so it makes sense for Allied rocket arty to be better at clearing weapon teams rather than one shotting squads. As with all rocket arty, damage can be mitigated/avoided if you're paying attention.
My one grip with rocket arty is not all factions have a stock rocket arty option which is a necessity in team games.
Thread: Any Keyboard scrollers here?17 May 2021, 09:20 AM
I don't use the tact map, instead I find myself clicking the squad portraits on the top right to jump to a specific unit or reinforce. Jumping to the retreat point (ambulance) to reinforce everything in the area is something I frequently do. Use F1-F4 hotkeys to build units is a lifesaver too. Brits get F4 for Forward Assembly and OKW get F2 for medic truck which is awesome. I wish I could bind my Ambu to F6 or something.
I have map scroll speed set to very high, something I brought over from when I played Starcraft 2. That way you don't have to move your mouse to the edges as much. For small map adjustments, I use MMB to readjust.
I use default hotkeys too since I'm used to T retreat and R to reinforce. Never got used to grid hotkeys in SC2. I used default hotkeys in Dawn of War 2 too.
Thread: Firefly is too weak17 May 2021, 08:54 AM
17 May 2021, 08:43 AMleithianz
I definitely agree that Infantry Section need snares since its been hit with consecutive nerfs with the recent patches but something must be done about double bren IS in return. I'm not quite sure regarding the other changes since I rarely see Churchill and Anvil tactics used in team games. The Comet felt better when it didn't have a projectile.
The mobility buff on Firefly is a great start but I don't think its enough. The Firefly as a tank itself doesn't feel great to use. When you spend 145F on a tank, it should feel powerful and it should do the job that its assigned to. Like the E8, the Firefly isn't that great in both regards. Its slow and clunky with an annoying gimmick. IMO it would be far better to use if it was more reliable (slight main gun buff) in addition to the slight mobility buff.
I doubt any changes would affect its match ups either since Brits are sitting at a fairly low win-rate across all game modes. Anyone can attest that it has trouble in large game modes because of their inability to counter Panther spam and heavy tanks. Sure anti-tank guns are great but ATGs and Fireflies are simply awful at countering Panther spam due to its low mobility and slow fire rate. A Panther can simply reverse out of a Fireflys range and be completely safe.
Simply surviving with a Panther is getting value while surviving with a Firefly is not getting value. You're getting value by neutralizing a threat but you're still taking damage and losing units in return. Its very hard to get value with the Firefly.
Thread: Firefly is too weak17 May 2021, 08:36 AM
16 May 2021, 19:13 PMleithianz
What would you say is the problem for Brits?
I'm speaking strictly from a team games perspective. The firefly is really lacking compared to other TD options and doesn't perform well for its cost. As you've mentioned, its not mobile enough to respond to threats especially massed Panther pushes on a single lane. The slow turret rotation doesn't help its case either. I hate the tulip rocket gimmick and wish it could be balanced and replaced with a flat stat buff to make it more reliable vs gimmicky.
As I've mentioned in other threads. I really want to 'fix' how easy it is to get value with Panthers without actually nerfing them. There needs to be stronger counters to the Panther while the Panther retains its great AI and AT potential for its cost. A more mobile Firefly, I believe would be a great start.
Thread: Firefly is too weak16 May 2021, 00:53 AM
15 May 2021, 20:21 PMblvckdream
To clarify on this. It has the worst far pen sitting at 210 when the normal is 220. Max range is where most of the action happens so having lower far pen hurts a lot especially on a slow reload, high alpha gun.
Thread: Firefly is too weak15 May 2021, 03:36 AM
15 May 2021, 01:45 AMShadowLinkX37
The firefly is fine. You’re comparing the panther which is 185F to the 145F firefly. Of course it’s going to lose in a 1v1. Put it behind sappers and mines and supporting armor/at guns. Panthers can’t dive if you prep for the dive.
I wouldn't mind if the tulip rockets went away. The meta of team games has less focus on mediums and more focus on heavier tanks like Panther and TDs to counter them.
In terms of cost, normally I would say that a 145 fuel tank should not be able to 1v1 an 185 fuel tank however the firefly's specific role is to counter said 185 fuel tank but does a poor job at it. Fuel costs aside, the Firefly has similar amount of MP investment and the additional muni investment which I would argue puts its 'cost' on similar levels.
I want to stress that I don't believe the Firefly should be able to 1v1 a Panther. Rather than Firefly should have more punch or survivability specifically to prevent the Panther (the tank its supposed to counter) from easily gaining value by diving the Firefly.
The scenario that you described has a much higher cost for defending a Firefly than simply fielding a Panther. Its not a good unit if you need to put in a lot of investment for defending it especially if it doesn't pay off all that well. Simply put: The Firefly has low value for its cost while Panther has better value. Putting the Firefly player on the 'back foot' so to speak is not exactly my idea of thrilling game play either.
Thread: Dealing with blobs without Calliope?15 May 2021, 01:18 AM
If the blob is tightly clumped, grenades are also a good counter. Usually players will have the blob in a single control group so if they want to dodge a grenade they will move all units. Giving you lots of time to keep shooting them or move into cover.
Blob vs blob is a thing too but dangerous.
Personally if I see someone blob. I always grenade it no matter what. They can't dodge it everytime. Notice how they move their blob with your first grenade. Do they move forwards or back? If they move forwards, throw the grenade forwards infront of the blob next time.
Its stuff like this that can really punish the blob. Even if it may seem that players can easily move out of grenades, that is not always the case. If you never throw grenades, you will never succeed. If you keep throwing grenades, you will wear them down eventually.
The other suggestions in this thread are pretty good too. I like to keep a pack howi around if I know there will be blobs. The auto-fire doesn't wipe like it used to but it will still put a lot of damage on the squad and make it easier to drop models with your squads.
Thread: Commander Update Beta 2021 - USF Feedback15 May 2021, 01:00 AM
14 May 2021, 17:48 PMelchino7
I'm curious, is it possible to introduce a dmg modifier to proc when hitting rear armor? Not available for all vehicles but specific ones.
That's an awesome idea! Diving and flanking units is a high risk but relatively low reward prospect. This would increase the reward without shaking up the risk part.
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