Yes and no. Conscripts are always a choice with snipers and driving past one is a gamble. Better at range, oorah, universal upgrade, no sign on it's back.
Longer range relative to penals? penal snare is far from what a 222 should be fearing, and if you focus on cons, you will have no at rifles to buffer having no ATG
Lol yep the usual bias. The exact same thing from Katukov, as usual.
Making them even more vulnerable on retreat is a possibility... though I find the cone idea more interesting. Anything that would force the player to support them more to be effective would be a good idea I think.
he got called biased because he said that wehr snipers don't need to sacrifice support weapons while soviet ones do (Ukf doesn't either, but they're UKF, lol)
Snipers would be fixed imo if you would actually get punished for getting caught out of position. If a sniper can retreat directly through assault grenadiers or two rifle units and still survive, something is just wrong.
Just increase target size to let's say a value between 1.5 and 2.0 and call it a day
Wouldn't even mind if all offensive nerfs to snipers get reverted in exchange
I'm sorry but a sniper retreating towards, through and away from basically all SMG squads will die a horrible death
snipers are already fragile as they are, stuff like lmg grens and jli get to basically execute them in a burst or two. Increased hit size means that wehr players will have an easier time suicide rushing a 222 into sniper
I see way too much sarcasm for so little excuse of a response. Tech is not cost that should be considered - OKW can tech really fast and it isn't a hinderance. Also, you'll and should do it as fast as possible.
About the cost - really? I'd pay those 60muni for the crit any day over free paths.
perhaps pathfinders should pay an exclusive manpower & fuel cost to unlock a weapon upgrade, and then pay 120 munitions to become effective combat units, to truly balance them as units?
Jokes aside, tech cost literally doesn't matter (as you will get it anyway), and pathfinders only become strong combat units when you put so much resources in BAR sidetech and muni
I'm probably going to get roasted for this but are JLI really that OP? Klement made a good point about Scavenge, I think the Overwatch doc just has too much good stuff in it, like most of the other meta doctrines.
they are really good, its really not uncommon for them to be considered overpowered. I'm sure someone will point you their strengths and mention that you can still make obers later
Its not like you want to use stock grenadiers, by the time other elites hit the field. Not to mention that its pointless to use them without G43.
On top of that, grenadiers kars don't have exceptionally good close range damage, and the whole DPS of jaegers comes from sniping models.
Point being, if you want to counter jaegers just close the distance which wont allow them to get easy snipes.
if only they had options to defend these jaegers (sturmpios/volksgren STGs) from close range specialized squads
Ooh. I'll have to try that out. Definitely sounds really good.
the katyusha creeping barrage has more or less the same accuracy at all ranges, unlike the default barrage. The rockets land in a lane pattern, so okw buildings in particular can eat up most of them without relying on RNG to kill them all (very close range katy should use default barrage tho)
Katy is very rng reliant (IMO) on killing support weapons on range, but this ability can efficiently hit them at longer ranges. The barrage travels quite slowly, they can see the barrage and possibly dodge, but you can always aim for the first rockets to land at the support weapons and kill in the first volley
a rarer application of the creeping barrage is to do....creeping barrage tactics, lol. Seeing axis infantry formations advancing via recon? cut one of their advancing paths by using the creeping barrage, though this isn't exactly a good tactic due to how unreliable it is
As someone who rather frequently uses the katy barrage ability;
compared to the normal katy barrage:
+Katyusha creeping barrages are more consistent than the normal barrage, their damage is more so concentrated into a wide "lane". Its also more accurate at longer ranges relative to the standard katyusha barrage
+very good in surgical strikes deep into enemy frontline, rockets are consistently going to kill, IF they land - they travel slowly across the ability path, infantry can run at the same pace
+EXCEPTIONALLY efficient in striking buildings, it is an AMAZING ability to attack OKW buildings and other emplacements
-creeping barrage advances slowly, this can and will become a problem if the initial rockets do not strike and the enemy is alert.
-the barrage costs ammunition (with multiple katy, you will feel this become an issue pretty soon)
-easier to dodge than an ordinary katyusha strike (though this depends on RNG)
Compared to the walking stuka:
-+Wider "lane" effect, thus wider field of damage.
+katy has stronger anti building damage, though the stuka doesn't lag far behind at all
-the walking stuka's barrage can be considered a bit more consistent, it also fires faster, meaning that its less exposed to counterbarrage and the rockets land easier
-both katy creeping barrage and stuka barrage can be dodged, though support weapons often cant do it in time
I'd say that neither are superior to the other though, both get to be spammed in team games anyway
Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
HP yes, but 220 is far away from "high armor"
it is high enough for a 1200 to 1450 hp vehicle lol
iirc it has the most hp in the game