Do you have to attack ground with the pak43 or does it just auto attack through the world? It kind of sounds like it's just auto attacking through the world. It would explain how I've been nailed through buildings and hills a few times.
Funny thing, I tried using the scott barrage on a pak43 from max distance. You guys aren't going to believe this, but that anti-tank gun nailed my artillery unit at max range! Must be rng or l2p, because artillery is supposed to hard counter an atgun, we all know that.
Axis have little trouble taking out 17lb too. I've watched the standard response, which works great. OKW just uses 2 leig. Ost uses mortar and/or pwerfer. A few times I've even seen ost use a flammenht with good micro. The british emplacements were already nerfed quite a bit, since we all had ptsd from coh1 nightmare sim city games.
the pak-43 auto attacks through the world, if there is a tank in the arc of fire, it will hit it regardless of how much terrain separates them. I think that the M8 just falls into the arc. |
killed its gunners??? allofmywut.jpg
crew, probably |
PAK-43 is situationally strong because of this mechanic, so under maps like angermunde you will be forced to play around the kill zone of the pak.
Using katyushas is good, but use the creeping barrage, it does the job good. Change your angle of strike if building blocks the rockets. Especially good to utilize on angermunde due to horizontal roadways |
A Su-85 will lose to Tiger and Tiger will lose to 3 Su-76 so what you wrote is false...
if the su-76s stay in firing range they'll lose too xD |
x3 su-76 kill a tiger 1, on vet zero, faster than a single su-85
but then again 75x3>130 |
Yes, it should be an infantry support gun, it should have the same kinda mechanic as the Sherman, switching to AP and HE depending on the situation. It would give players a actual good incentive to buy a SU-76.
Really, I see no excuse with how bad the SU is right now.
seeing as it is really fragile, immobility would render it likely useless, especially since axis tanks get the ability to go hull down for better stats and immediately become mobile if needed. Meanwhile the kv-2 siege mode would force a slight delay before starting to move |
incoming "but it was spammed back in 2014 so it must be overpowered now"
su-76 should've just received a kv-2 lite mode that replaces ap with he along the long range and you'd fix the actual issue of the tank, no scaling post 15 minutes |
yeah no its arriving just about right |
Sorry mate I, quite earnestly, have no idea what you are trying to say.
OP complained about the british fire mortar ability, which drops fire and "insta kills" okw's raketens
meanwhile SOV has a similar ability that drops flares on a visibly larger area, (probably) x2 radius than that of UKF fire mortars and, i am pretty sure, it drops faster |
I've just watch a game on 2vs2 where the OKW player did exactly nothing special vs a perfectly executed Pathfinder into Scott gameplay, the player just followed its standard T1 kubel, 3 volks into 1 hmg 1 lieg then a forwarded T3 even knowing he has the vision range disadvantage, to build 2xObers.
He lost the T3 to a single atgun supported by 1 Scott and 1 AAHT but it didn't really force him to think about strategy, nope he re-built his T3 and get a command panther. By that time the USF player had 4 scott and didn't even equipped his pathfinder with zook.
The replay:
be okw player ---> lose panzer HQ ---> get command panther and stay in the game anyway
many such cases... |