probably the day before they leave for the holidays |
i'm pretty sure you can't give it a pintel without modifying the model. afaik greyhounds did actually have a .50 in a ring mount on the roof, which wouldn't be a bad idea, if relic would spend some artist time on it, which they won't. |
yeah. the ONLY time the t1 requirement comes into play with grens is if you lose t1 but it has a HUGE impact with osttruppen. making it not require anything would have little affect on current balance but would make osttruppen without t1 viable. |
when a blob has ~~5 volks, with or without shreks, it does a shit ton of damage. not as much as that many grens or rifles but enough that you need around that many squads of your own or an HMG to fight it. when they have AT it means tanks are a terrible idea because they'll die instantly. if there are obers in there it's even worse because the damage is even higher.
when blobbing becomes an issue is when someone makes a more balanced build. you could argue that they should see what the enemy is building and make units to counter that. in some cases that's doable. in others, the map or faction mean that you can't. the simplest counter to a shrek blob is multiple HMGs though. the M2 is particularly effective. |
iirc it has a flat 90% chance to kill any model it hits. doesn't matter where the models are or what they're doing, it's a flat %. cruzz posted in another semi-recent thread that ended up on canister, maybe it was his own.
and yes, if it was changed to a normal weapon you could give it a high chance to miss against different covers. which makes me wonder; i assume it's pretty good anti-garrison? i've never tried it though. |
people went ape shit because engineers and conscripts were still shit. |
the traverse is to slow. that's the only issue specific to the unit.
honestly, it preforms ok against USF but conscripts oorah gives it problems, especially since they can have molotov. the setup/teardown time can be a bit of a problem with smoke grenades but i don't think it's a balance issue. |
Thread: Guard1 Dec 2014, 20:44 PM
I think it was to stop M3 + Guard kiting 222, when everyone was M3 spamming with guards/snipers/flamers inside.
possibly but the change didn't make a significant difference. the problem has always been, and still is, snipers vs OKH. |
we can expect work. i think it would be a bad idea to do so though. |
Thread: Guard30 Nov 2014, 23:15 PM
It used to have 45 range, which actually made it somewhat decent, but then it was nerfed.
i have no fucking clue why it was nerfed. it wasn't needed and it had a severe impact on their performance. the only unit it had a significant impact on was the 222 and that can see further than 45. it's not like the 222 has much use now anyway. |