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Although lowering the amount of flamenades available would be good, sturms are just relied upon too much. They're supposed to sweep, repair, be AT with pschrecks, be the close quaters assualt unit, and then you want to put the garrison clear on them as well? They also have difficulty getting past vet 2 in most games and fall off once weapon upgrades come online.
lol okay what do RE usf or brits do, dont win the first battles ever unlesss your oppnet is retarded and then just repair shit, rear echleon maybe double zooks, sturms have the shrek option. Try vetting either RE that cant fight at the start of the game with out upgrades.
Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement
My bad exaile i thought you were defending flame nade sorry ive been drinkin
? USF is probably THE BEST faction against the flamenade. Volks throws flamenade? rush the damn volks with your better at close quaters rifles. Not to even mention their better than all other base infantry moving accuracy modifier.
How did you not lose at least one rifle model doing that lmao?? It happens every time closing in with usf if not even 2 models
Edit also you put yourself in jeporday rushing them and have to retreat as retreating back through the lava nade with axis better far distance sniping and allied overall worse recieved accuaracy modifiers
Actually USF is a massive joke vs OKW flamnade. USF pickup an important building before you, just throw a flamnade, USF pick a cover before them, just throw a flamnade and rush with your SP.
Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement
No because it's trash. I don't think there is a single scenario where a single 40 damage boost actually improves its time to kill against any allied vehicle.7
You realize that jp4 with is dissapearing bullshit also counters allied tds why doing its job as a tank destroyer also. The flanking bullshit is long gone limited on most maps and almost all axis infantry INCLUDING CALL IN have snares undermining the whole flank idea. It is actually one of the hardest tanks to destroy in the game making it easily vettable with minimal risk for players with a brain. Supported by invisible rakaten especially. It also can reverse and rotate at the same time making the turrent of FF a dumbass excuse as i told you obviously you put armor lock on a FF really good players can use other vehicles to fuck with its targeting like a p4 etc as it dissapears and still dps jp4 thing. Someone post a video of a medium ez8 chasing a jp4 you will find that even then a jp4 can back up easily at the same ammount of time before ez8 takes at least 2 shots maybe 3 before even the ez8 make one strike and it can rotate pretty much as pathing lets thhe ez8 navigate behind it. Truth.
Edit further clarification unless you totaly blindsight the jp4 and park your sherman in its ass pretty hard to destroy even then with minimal at support you will win. like say ez8 you WILL lose it just to take the jp4 out gauranteed it will be snared or rak support everytime
Even if you assume that a snare or shrek has already done 80 damage, again the extra 40 damage from the jp4 doesn't actually improve time to kill. Since iirc the only 120 damage increment that axis has is the puna, in that specific situation the 40 extra damage would be a benifit.
But of course there could be possible situation, the extra 40 damage may be a benifit in specific circumstances, but discussions about its performance "in a vacuum " discussions like the ones that are occurring in this thread, the extra 40 damage by the numbers doesn't provide any benifit.
Anymore it seems like Bofors has to be used defensively to cover fuel or VPs from harassment on maps where each side has a safer point that it usually holds. (E.g. Minsk Pocket) Either that or to cover flanking routes - but honestly paying that much fuel and popcap to do that isn't really worth it. There really isn't an easy answer because any buff could easily tilt things back to cheesy sim city tactics and it's better to leave it as UP than that. I suppose you could shift Vet around so that it gets some extra health earlier to make it a little more survivable or something more benign like that.
The problem is you will almost never get it to vet 1 unless they are retarded and throw shit at it. i don't know that emplacements vet from just taking dmg maybe they do, if so its a crazy amount of dmg to vet1 a bofors .
to bad that german tanks must stay to hit something...time enough to shot tulips in this right moment and kill the enemy armor.
if u cant do it...learn it..it is not that hard.
Still not guaranteed sometimes they sail far over because of terrain, also you dont fight fireflys by sitting at max range with a panther and taking pot shots back and forth. You charge FF with panthers speed making it harder for them to tulip you as they are reversing and tulips seem more unlikely to hit at closer ranges. Or you charge it with double stugs like most people do and rape it if not supported by at guns etc.
edit: Because of its slow firing rate FF is easily chargeable and flankable as we have mentioned to you time over in this topic. Also its much harder to charge a jp4 because of faster firing rate and it cloaking bullshit can make it dissapear again before your even in range for a retalitory shot.